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Showing most liked content since 09/21/2017 in all areas

  1. 10 points
    Hey Cafe I've been on some pretty epic modelling adventures recently for an upcoming film project. My producer has kindly allowed me to post some WiP shots of the base model for our close up hot air balloon. This is the first round model, enough to begin simulations on the envelope, so there are still details and additional ropework to add / refine, but we are most of the way there. *Vital Stats* Objects: 940 Polys: 80,218 (100% quads) Subdivided Polys: 6.75 million Modelling Hours so far: 32 The wicker work was certainly an interesting one, as were the tie lines, and various bits of rope style business, and the burner shrouds. All in all a very rewarding thing to model ! Here's some wires and clays... CBR
  2. 9 points
    Found time to pick my creature sculpts back up: Some people asked me to do a screen-cap previously, so for this one I did. 2x 35 min videos at 20x speed for anyone with the patience. Modelling/ Painting, Render & Post:
  3. 8 points
  4. 6 points
    Let me introduce myself: My name is Rodrigo Bitencourt Rodrigues I have degree in Animation(Universidade Federal de Pelotas, who cares? :) ) I live in Brazil(at least for now) I'm a C4D Generalist but with focus on character rigging I work for a company called Petit Fabrik doing all the types of rigging. I love learn new things and challenges. It's that. So let's me start sharing a Viewport Filter Python script pack it allows you to use as a icon on your layout or just a shortcut. A Hug! RBR Viewport Filter Script Pack.zip
  5. 5 points
    started to work on something different for a change a couple of weeks ago, no cel rendered stuff this time... had a lot of fun building the materials. was a bit tricky to get the post DOF right in conjunction with hair, but fortunately i found a solution that works perfectly. all physical renderer, no GI. car model by vector.
  6. 4 points
    Although you can play a very similar game with actual drink, here the drinks are soft and the modelling less so. IQP challenge 2 is to model this drinks bottle. That is to say the bottle, the lid, and the grid thing inside it. Here's your reference, superbly held up by GI Vector himself ! The Rules This is a 4 week challenge, closing Oct 30th 2017. Main focus is again, all quads, superior edge flow, and polygon efficiency This is the WiP thread, so please post your rendered images only here; finals thread will be up soon, which is where to put your wireframes for final submission. We're not saying you have to, but we will be impressed by people who choose to model in the text. The winner will receive 8 Elite challenge league points, with 2nd place receiving 5, and 3rd receiving 3. Good luck, and may your polygons be exceptional. Imperial Archon Cerbera, IQP
  7. 4 points
    A 5 minute cartoon commissioned by the Zurich based FREITAG company. Freitag makes bags and accessories from used truck tarps (in europe most truck trailers are enclosed by a PVC tarp) and they asked me to make a film about their process. There was no briefing or guidelines. 100% artistic freedom to do whatever I wanted.
  8. 4 points
    Over the next few weeks, we'll be releasing sneak peek videos showcasing all the major new features of X-Particles 4. If you visit http://insydium.uk/x-particles-4-new-features/ you’ll find information on the new features, pricing and FAQs. This information will be updated regularly. Please take the time to watch our first Sneak Peek, created by Mike Batchelor - Episode 1 - xpClothFX xpClothFX Dynamics system brings remarkably fast cloth simulations right into the X-Particles workflow. http://vimeo.com/236289244 We hope you enjoy it, we're looking forward to sharing more with you over the next few weeks Thank you x
  9. 4 points
    It's much more complicated than you think. Its hard to even run a challenge as most of our members are freelancers and beginners. So when they see pros entering they just give up, so these challenges are trial and errors...we will see in the future how this will evolve. We simply making baby steps and nothing more we can do about it.
  10. 4 points
    Managed to get this done! No-frills render and wires attached.. Good luck all! Link to high res version of the wireframe sheet as upload seems to scale it down - http://www.intothescreen.co.uk/wp-content/uploads/2017/09/FlyHook_Wires.jpg
  11. 4 points
    Hey , here is my entry . P.S sorry for the mess (didn't have time to combine them into 2 images )
  12. 4 points
    Well I guess someone has to go first. I know this is posted early, but if someone copies my mesh, I'll take it as a compliment :-D Thank you Cafe Admin for putting on this challenge, and good luck to everyone!
  13. 4 points
    So our PC workstation finally arrived, downloaded the Redshift demo, jaws hit floor, uninstalled demo, purchased Redshift and haven't been able to stop grinning since... Better late than never to this particular party.
  14. 4 points
    Originally Blender was a commercial application. The company, however, went belly-up, and Ton (one of the original developers of Blender) with the help of the community, "crowd funded" the purchase of Blender's source code and license. They then open-sourced it, started the Blender Foundation, and the rest is history. I support the Blender Foundation, and I subscribe to the Blender Cloud - which is actually quite amazing: for 10 euros a month you are given access to online project management that integrates seamlessly with Blender. Not to mention all the other goodies... Version 2.8 is going to be very, very special. Check out the "future of Blender" page they just got up and running a few days ago: https://www.blender.org/2-8/ Download the alpha/beta version, and open one of the demo files that showcases Eevee. They have transparency and refraction working now. And more Eevee features are being worked on - basically, they want Eevee to replace the old internal raytracing engine. So Cycles and Eevee - and the nodal material editor will support simultaneous output between the two to avoid having to rebuild the materials from scratch. But honestly I am really excited about the workspaces. Users should be able to customize the entire GUI tools. Just display a focused set of tools related to the job at hand - something that is lacking in Blender right now. And the new version will support completely customizable viewport widgets - simplifying tool use a lot. Left mouse button will finally be completely supported in the new version too. ;-P
  15. 3 points
    Hi this is my first post here I have not been using Cinema4D very long I have been doing lots of tutorials and getting to know all the tools etc I feel I have learnt a lot in the couple of months I have been tinkering with this software. This is the first thing I have felt confident enough to share there is still so much to do the textures on the boat still need lots of work and the water still need some work I also want to add more details to the entire scene and tweak the lighting. I hope you all like i'll have updates ASAP
  16. 3 points
    ...one click solution http://matniedoba.de/selection-to-object-split/
  17. 3 points
    Thanks Guys, I have added more details to the boat and subdivided the boat hull.. It is all textures i'm going to redo the textures now I have tweaked the model it was all just tests for what i'm planing on doing .
  18. 3 points
    Update time :D click full size for full quality
  19. 3 points
    I saw an interesting optical illusion animated gif in an online newspaper today, so I thought I'd waste an hour or so recreating it. The key seemed to be using a bit of trig to keep the moving parts a constant width. I've added a 'reveal'. this file has a control panel, so you can play with the parameters - https://www.dropbox.com/s/21rgcyj8xgwyyw7/star.c4d?dl=1 might amuse someone
  20. 3 points
    What is Select N’Go? Select N’Go exports the selected object/s from your project scene to your custom directory. Select N’Go Takes Exporter allows you to export FBX, ABC, DAE animation clips takes on the selected object from your scene in a multi file output. New Features: Global Updates: Open export folder after export. Recent export folder is added. Message Log as been added. Updates in Select N’Go: New UI changes. Import Mode is back! The ability to open export folder after export. A recent export menu has been added. Updates in Select N’Go Takes Exporter: New UI changes. Ability to save project presets. There are now 60 Takes Slots. Multi Component Export (Export multiple object animations). More Export Formats been added (.FBX | .ABC | .DAE). Play button added to play each clip take. System Requirements: PC or Mac capability of running Capability of running versions of Cinema 4D – R16, R17, R18, R19. Always run Cinema 4D as administrator. Download Plugin: http://www.fieldcreatorsstudios.com/selectngov2/ Website: http://www.fieldcreatorsstudios.com/ Our Forums: http://www.fieldcreatorsstudios.com/forum/ Facebook: https://www.facebook.com/FCSTools/
  21. 3 points
    Honestly you may as well ask for unpaid help, for £10 it's not worth even opening the file. Most decent artists are going to charge between £60-£100 an hour. I'm sure there will be plenty of people here willing to help for free, but this isn't the right board for it.
  22. 3 points
  23. 3 points
    No, this is about improving skills, and seeing how other people approached the same model, so everyone doing the same thing is kind of the main point. Our job in this elite topo club is mostly to find you guys interesting and challenging things to model. That might be the way it is now, but we may do more open ones in the future - like @Igor said, we are trying stuff and seeing what works. Of course there is nothing to stop you using our challenge titles as inspiration to go find your own drinks bottle to model and go in your portfolio, but here, we want you doing this one ! ;) CBR
  24. 3 points
    Hey Cafe I'm a big fan of 3D mountain ranges and epic landscapes, so I keep a special eye out for any resources that help us do that sort of thing really well in Cinema. Last time I posted about this, I was sharing the excellent Nikolaus Schatz tut on making mountains with the landscape primitive, but now, with the release of the IBC rewinds, I was very pleased to see this lecture by landscape master Eric Smit, the man behind one of my favourite C4D add-ons, the Landscape Shading Kit. Here, he breaks down all the ways he uses displacement, layers, noises, distorters and terrain shaders, physical sky and atmosphere to produce probably the most realistic landscapes that Cinema can (without recourse to DEM earth etc), with a particular emphasis on the different noise types, why and when to use them, and some very helpful techniques for making noise-based terrain look more natural and less noise-based ! So if that's the sort of thing that interests you, you'll probably enjoy this as much as I did :) CBR
  25. 3 points
    Ok here's my attempt. I'm happy with it, though I'm sure things could be improved. In the end I decided to have the recesses that hold the round buttons on the front panel to just be floating geo and not be connected to the rest of the mesh. It would not be too hard to connect it but it seemed unneccesary as the are would not really be that visible anyway. I rendered it a bit more reflective than the reference just cause it looks nice :) Dropbox link to the full quality images here (as Midnightcow mentions, the Cafe seems to scale down images somewhat and make them a bit soft... ): https://www.dropbox.com/sh/bs4iok5gg0trzjs/AAD_fFW5TjB_jn7x2CFc5Ysya?dl=0 Wire with one subdivision: Proof to show to the quad police :) :
  26. 3 points
    Hey here's a little animation I made a couple of weeks ago for for a local animation competition. I used C4D and Octane. I'd really appreciate if anyone could take a second to vote for mine here!: http://www.nodefest.com.au/node_ident/intergalactic-mushrooms/ (you don't have to sign up or anything, you just have to type in an email address to vote. You don't get spam or anything from it). Also, here's a making-of video if anyone's interested in the process:
  27. 3 points
    Behold That reminds me I also did the hand using the phone too. The stuff in my original post is my work the stuff in the ads are from the other artists really turned out nice in the end
  28. 2 points
    There´s a much faster (and more elegant way) to find point/polygon index of object. Rui Batista (aka ruimac) create years ago plugin for it. (included in 3DPack) http://ruimac.com/plugins.htm and inside viewport it look like this
  29. 2 points
    Cineversity has a plugin toolbox called CT-Toolbox. From this plugin, you can download a plugin called CV-VR cam. This will allow you to render an equirectangular image/image sequence. This is lightyears better than baking a texture because it will utilize all cores of your machine, and also opens up the ability to render across a network. This results in the same thing as the spherical camera in R19. No, you won't be able to "scale up" the camera. I have not attempted what you're describing yet, but giving it some thought, try thinking about it backwards. You want a globe projected onto the pufferfish sphere, and you're looking at it from the outside. 360 animations are basically animations projected on the inside of a sphere that you can look around within. What if you could get "outside" of that sphere? You'd see the image, but backwards. So to get the globe to project onto the pufferfish, you'd want to map an image of the world onto a sphere, then invert it's X coordinates (Y should be the same). When the image is projected onto the pufferfish, viewed from outside, the world should be correct. Getting the particles to render should be a matter of creating the effect just on the inside of the sphere w the inverted map of the world. Once projected, this should appear to be on the surface of the globe. I am not sure how to get the offset effect, however, of the particles/globe. All of this is based on some critical thinking about the method, and using my experience creating 360 animations. Hope it gives you a starting point. Eric
  30. 2 points
    ASAP for £10 ?!!! I think this is an insult.
  31. 2 points
    This is something I'm going to have a crack at as I have my very own one at home :D
  32. 2 points
    You mean something like this :) Have a look at my setup. First I got the parenting right. Then set up the orientation of the Null pivot so that it would target along its Z axis. Made the arm aim at a Null target using a Target expression tag. Used an Up Vector Null to control which way the arm faces. This also prevents flipping. Hope this helps. Octopod_0001.zip
  33. 2 points
    Something like in that video is not only texture morphing, but its geometry deformation morphing. Morph tag is out the question as you can only morph into another shape using the same geometry and point order, unless the shapes where very simple, and high polygon so as to sculpt different shapes from one object. Then to make things much more complicated your talking about a rigged bird. This bird could be anything from a realistic 3d feathered bird to a single colour 2d shape of a bird, so we would need much more of a visual idea without doubt. I could not come up with idea being in the total dark as to the content its for. Dan
  34. 2 points
    I'm in the last month of production of my first fully-animated short! It's about a rookie government agent who goes off on his own to hunt down his first ufo. Here's a complex scene where other agents show up and continue to ridicule the hero, who gets driven off the road when the ufo starts shooting.
  35. 2 points
    @Eterea I think this is what you're going for. I basically made a complete sweep object, then cloned it using a radial cloner, then randomized the clones. In this example, I actually made four different sweep objects, each with a slightly different rotation at the top. You could use more or less, vary them more or less, or use stronger parameters on the random effector - depending on how you want this to look.
  36. 2 points
    whoa thank you guys!! I'm truly honored! Congrats to @King of Snake, @MidnightCow, and @maliohammad. Looking forward to the next challenge!
  37. 2 points
    Hi there. Without owning 3DCoat I would not be able to make a fair comparison , but if you have ever heard anyone saying how good the UV tools are in MODO, I can tell you that Unfold3D is better, faster, more intuitive, but then MODO 11 is out now and Im still on 901. I do plan on making a video review on it soon, so that should help people get a idea what makes Unfold3d so good. In typical use Its very fast on even higher polygon objects, and makes selecting the shortest path so easy. Areas like unfolding hands and feet, this takes literaly a few seconds to select the borders, and with its auto anti overlap feature you wont have to spend ages putting down pins to pull part overlapping edges, it does it when you unfold it. I like how it tells me when the mesh has issues. This is often caused by me forgetting to optimise my mesh as C4D is the only 3d app that seems to leave behind floating verts as if its a desirable objective by MAXON? Its logarithm to relax is superb, and has weight painting for emphasis on areas to get more Uv space, direct relax painting, and optimising with Symmetry. Unfolding hair cards that are made from even strips of polygons, yet bent can be straighten out with ease, and then in turn get all other cards to match and overlay the single card that has been unfolded, that shares the same construction. This is helpful for finger nails so as to get all nails that share the same construction to match, and overlay so you have to only paint the nails once. Full UDIM support as you would expect. Dan
  38. 2 points
    Hi Im a long term user of Unfold3D and recently got v9 upgrade while sold under Polygonal Designer. This software is the best for UV editing without doubt, but has always been very expensive. Now they have a new version out under Rizom Lab with even better features and a much better pricing scheme which has now got both a perpetual outright price and rent to own. Anyways, here is the link. https://www.unfold3d.com/ Dan
  39. 2 points
    Purse model that i've just completed.. It's for a fairly high end piece as far as i know so the aim was to get a good level of detail. Workflow was basically this: Model the base mesh. Generate the patterned leather material in Substance Designer and output height map ( for displacement ) as well as diffuse/bump/gloss. Do a high poly bake of the displacement - basically chuck the base mesh in a Subdiv Surface, crank the iterations, throw in a Displacer using the height map generated in Substance, and CSTO the whole thing.. The UV layouts were pretty important for mapping the textures and the displacement. The final textures aren't tiling because i needed to control the level of displacement towards the edges of the purse ( reducing the strength closer to the seams ), so all this info is baked into 4k textures but because it's not tiling i've had to sacrifice a bit of the resolution of the original substance. Anyway, here's my test renders, an early screengrab of the Substance material and some wires:
  40. 2 points
    I've mucked about with this, and yes it does work really well - Here's a test scene file to play with, it's not the one that created that video but it's enough to get you started. Run the simulation in T4D first. RS_volume_test.c4d
  41. 2 points
    Hello , Did you bake trees one by one instead of all 3 together ? That may help a lot . Also , did you try exporting the trees as alembic file (.abc) ? It is very fast and gives amazing results .
  42. 2 points
    Hey guys just got the green light to share some of the modelling work i did a couple months back, For some Adverts for American Express. most if not all of the model in these stills were modelled by me, mainly the african plane assets, ( zebra, Elephants, 4x4, hot air ballons, petrol pump . beach scene(minus some props) wine bottle, plate of food, chairs, sofas and tables in the lounge sketch and toon materials by and animations @BradAllen
  43. 2 points
    Hey guys wats up, just a heads up that the challenge will be finishing on Saturday evening, I hope every had some fun taking part in this and hopefully leared/made some improvements to your modelling along the way : D I'll be creating the final entries thread over the next couple of days for everyone to post their final renders and wire frames we're all dying to see :D @Cerbera and I will have our laser at the ready to blast any triangles and ngons we may come into contact with and prepair any of the user responsible for execution :D, regards ,Elite team
  44. 2 points
    I would think you assign a hotkey to your script then edit the menu and add it in. Here for example is where to customize the right click menu when in polygon mode. You add in your hotkey / script by opening the "Customize Commands" dialog window and drag and drop it into the menu editor.
  45. 2 points
    Ton's altruistic idea is to give Blender for free so there will always be a very capable 3D application for anybody to use as access into the field of 3D production. It works because he's great at his job, the content they produce is worth buying and many users put their hand in their pocket and donate, it's really only free if you're a tight ass. If even more people donated think where Blender would be now? Looking at their future developments they're really going places with their Eevee renderer, it already makes C4D's Hardware renderer look like a wireframe preview but in future versions they'll be having RT GI. It's astonishing what they're doing with the resources they've got.
  46. 2 points
    The new Canyon Scene Reconstruction tutorials on Cineversity will make anyone who sprung for R19 very glad! It even includes a free Artbeats video. It never ceases to amaze me what C4D can do!
  47. 2 points
    Thanks to all of you, as an interims solution I applied UV Peeler which worked perfectly fine and very quick but texture resolution is not very good as @3DKiwi pointed out correctly. So I cut the UV into equal pieces and unwrapped with overlapping UV's and seamless texture which worked very good with texture resolution. But still I think Seamilar would really profit from this feature addition :-) But thanks for all the help, just learned 3 new things
  48. 2 points
    Ha this is quite the thread. Yes I did something like this awhile back, but lucky for me the birds were smaller in frame (it was creating big flocks of starlings to be comped into the distance). I did a little breakdown vid here: Looking at that lockup I think you're in for a bit of pain if you want it to look realistic.. do the birds actually have to land on the branch and stuff? Also those models are quite detailed, with feathers and whatnot. It's definitely doable but a big job. To make a nice flock, you start with a nice loop of a bird flapping at medium speed. You can then make fast and slow versions of this animation, plus if you want to go crazy you could make different animations for whatever angle flight the bird was doing. You then make that your particle instance geometry and make different groups for each different speed. I'm assuming you've got xparticles. OR you just get cerbera and Vector to do it and you go on a nice little mini break to, say, tuscany. Either one is good!
  49. 2 points
    Ah, Ok - there must be still some active copies of that about - fair enough ! :) Doing holes properly is nice and easy - just watch this, courtesy of cafe avenger @Beefdoctor ! CBR
  50. 2 points
    These are all simply awesome. Some great work here. Any chance for a few tutorials on how to create these materials?
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