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Showing content with the highest reputation since 05/26/2019 in all areas

  1. 7 points
    Going on a holiday in a few weeks, which gave me this idea: crappy things that could happen when you travel with the worst airline ever. Horrible ground crew, control tower that doesn't pay any attention at all, crappy taxi drivers, and so on. A lot of objects, vehicles and actually just one character, but with different outfits and assets. Also made up a name, logo and some great advertising posters. I'll upload some more images of the models in next posts, as I only get to upload 4.9Mb So in the end, I created these 5 animations: Watch on Vimeo: The joy of traveling: taxi The joys of traveling: checking in The joys of traveling: ground crew The joys of traveling: control tower The joys of traveling: vip > upload limit exceeded on Vimeo =( will upload it next week! Hope you like them, and of course, feel free to give feedback!
  2. 6 points
    I always wanted to create a 3d character here is my attempt. I learned a bunch of stuff. It's mostly finished but needs some little touch ups. I will rig it in the futute.
  3. 6 points
    I had this idea a long time ago, and made a first setup a couple of years ago. But with paid work coming in, didn't really have the time to finish this. After a while, when I had some spare time, I picked it up again and made a still. I still am planning on making a short animation of this guy.
  4. 6 points
    This is my first product since learning Cinema4D: Made with: Cinema4D R19 Octane (Renderer) X-Particles (Air/fuel Particles) TurbulanceFD (Explosion particles) Poliigon (Materials/textures) Okino PolyTrans (CAD Conversion to .C4D). Premiere Pro CC19 (Video Editing) After Effects CC19 (Post production animations) Photoshop CC19 (Graphics) Premiumbeat (Music) VoiceBunny (Voice Over) To get to this point, it took me 18 months. The original CAD model was what I had to start with which was given to me by an engineer who originally designed this engine, turns out the once clean CAD model conversion process made my .C4D geometry a disaster, but luckily it isn't really noticeable in the final render. I'm evidently a really slow learner, and had a lot of difficulty getting some things figured out. The mechanical parts all move with a single keyframe, and all other parts are tied to the original keyframe with Xpresso. The Turbulance FD and X-Particles are keyframed. This .C4D file was 500mb and consisted of over 2000 incremental saves, totaling over 1TB of data. It wasn't until the project was over I was able to compress it to 25 individual animations, so in total this project was archived at around 20gb. This video could not have been made without direct help from: @Cerbera @jed @3DKiwi Thomas Barry @Igor "TheKid87" Andy Needham Darrin Frankovitz @bezo Also videos made from: Matt Milstead Lonnie Busch Andy Needham Ian Robinson Donovan Keith Ben Watts Mike Batchelor Scott Pagano GreyScaleGorolla/Brograph/Lynda David Mikucki I want to thank any of you who are listed and end up finding your way here. I appreciate the patience you had with me to get to this point especially. A lot of this for does not come naturally, as my background is in video editing mostly and I am more of a technical person than a creative/artistic person. My memory is often really bad, so I had to record small tutorials on the way to remind me how I did some of the things I did. If I were to go back in time: I wish I found a mentor, someone to hold my hand through this project from end-to-end, because looking back I really could have made this in a week if I had a guiding hand through the whole process - I figure that is next to impossible though, so C4DCafe will be where I continue to seek future help! Creating realistic looking explosions was a huge headache, and while TurbulanceFD was the path I chose for this project, I really would like to find a way to do the same thing within X-Particles or something so that I don't need to buy two separate plugin's down the road when it comes time to upgrade. I'll be back with a new video soon on, carburetors ;) Thanks again C4DCafe, you've been invaluable.
  5. 4 points
    I'm not an animator for sure...but I finished last week this face character and his rig and couldn't resist getting him into trouble...
  6. 4 points
    We all need some additional beauty in the day, right ? Well, today mine came from this, and although it has nothing to do with 3D whatever, I figure we're all artists, we all like tech, and so this should appeal to a lot of us. So check out the future of keyboard interfaces, where the line between piano and guitar, and anything else you can think of is getting blurry... And he's done it with SUCH a good tune. Especially worth hanging on for the solo at the end. Anyway, enjoy... CBR
  7. 4 points
    OK, here's the first 8 stages of that... 1. Get a cylinder, 16 segments, no caps, on Z+, then make that editable and delete half the model along Z, then place under symmetry, but then turn it off. Now, using the Line Cut tool (visible only off) and the right orthographic view, cut the curve you need into the cylinder something like this... Mine is only an approximation but you get the idea... the main thing is to add points wherever you need them to describe the curve, and irrespective of the topology flowing from left to right. But try to keep them evenly spaced. 2. Next step is to go to Poly Mode and delete all the polys above the line. Now, in the same view, ignoring the first 4 points from either end, Line Cut down from each point to the base of the cylinder. If in doubt use the pic below as a guide as to which points should get those cuts. We need quads everywhere , so make sure you don't create any triangles while you do this. At this point I used Edge mode and Ctrl+ Slide tool to duplicate the perimeter edge giving me this nice control loop. Here it is, with Symmetry turned back on, and with the model placed under subdivision so we can check our curves... 3. Next we need to bridge some edges to the centerline. Edge Mode, Path Select, and grab these edges.(left pic below).. ... and ctrl-drag them with the move tool towards the centerline on X. Then, in the coordinates manager, zero out x scale, and set x position to 0, giving you the result on the right there... 4. Now we need the Loop Cut Tool to insert the following loop, which we will do in Edge Distance Mode so that stays straight. This will be the basis of our indent later. 5. Now we just need to close the holes with only quads, which I did using Bridge and Close Poly Hole, like so... Note the extra edge I have cut in at the bottom to keep that section quads. Triangles on curves are a cardinal sin in SDS modelling, so we must avoid them at all costs, but here we need that extra line anyway, to better define the slightly rounded corner on the indent. 6. Lastly we need to select all the polys on the curve and having made sure that we have Delete Polys on Centreline ticked in the Symmetry, inset (Extrude Inner) them to get this second control loop. Now, when we place this under an L3 Subdivision Surface object we get beautiful curves, and no surface artefacts. Let me know when you've got this far, and if you need additional help cutting in the inset section in the center and the lights. CBR
  8. 3 points
    A friend of mine showed me this clip a couple of weeks ago. I think there's some very charming design and animation in there. I don't like the music, but that's beside the point. Warning: Slightly NSFW Also, don't watch it or mute it if you're allergic to autotune. There's 20 radio songs worth of it in there. Enjoy
  9. 3 points
    If you draw in one of the orthographic views, left top front etc, then it should all stay flat. you can add a point with the spline pen tool or cut it with the knife as you would with polys Deck
  10. 3 points
    Since everybody seems to be posting their stuff here... I've been mainly learning X-Particles in the last couple of weeks. What an amazing tool but sooo much to learn! Here's some older material work, made with Substance Designer and rendered with Octane.
  11. 3 points
    Put the nulls under Fracture and clone on Fracture :P
  12. 3 points
    Uploaded the last animation (so far ^^) vip!
  13. 3 points
    I solved already. I work with corona renderer and I had applied corona materials. However if I turn my render engine in standard and apply basic materials ( non corona ) the texture set list shows with the different selections I have made. Hope that helps someone in future
  14. 3 points
    Would maybe a custom bump map do this, like striped down the document run through motion blur in Photoshop? Basic example, just need the right kind of map. Dan
  15. 3 points
    Is it worth me doing another poll on this? If there are enough C4D users out there that now have a vive/rift I could write a sculpting tool that lets you use the C4D sculpting tools in VR. Could also add volumetric sculpting tools as well. If not this year then perhaps next year will see more adoption and this kind of development might make sense to do as a business. Hard for me to compete with the other free sculpting VR tools though.
  16. 3 points
    The numeric transform is currently in beta, awaiting feedback. As mentioned earlier I had been working on adding a new feature to the plugin, which would allow stacking of UV islands. With this addition users are able to stack multiple islands. When manipulating a stack each of its island would inherit the UV manipulation. It also allows to free up UV canvas space by stacking islands that require the same texture space. For now, only the "single-shot" island stacking is being demonstrated, where you stack selected islands by a command. In future, a more elaborate stacking-tool will be made available, where you will be able to interactively stack islands. This will allow to specify the stacking with specific polygon-matching requirement (later more about this). While the stacking-tool allows for a more specific solution, in case of complex island structure, I preferred to have the automatic stacking-command worked out first. This required quite some design and implementation, but also allows for a quick-and-dirty stacking of multiple islands ... which I assume would be mostly used.
  17. 3 points
    If anyone is looking for free HDRIs with Backplates checkout https://hdri.ca/
  18. 2 points
    whats up guys, so gonna be putting up some free models over the next few weeks, some older ones and some more recent ones, most of these are characters i've either never used or have recently updated, going to take me awhile to clean up and sort through them, but i'll post up some new ones when i can. Hammy cute little cartoon hamster! hammy.c4d Donut Derick fun little character i made a while ago after watching sausage party :D derick donut.c4d Rory the Robin one of my oldest but still one of my favourite toon characters :D rory final 2.c4d Big Ugly Baby its a big ugly baby.. baby final.c4d Brain dead Banana This is what happens when you eat a bananas head! be warned! also comes with my plastic toy shaders ! Brain dead banana final.c4d Fat Brian Another really old model, i put quite a lot of time and detail into this one at the time, and he still holds up 3 years later fat Brian final.c4d watch display.psd
  19. 2 points
    In windows you can navigate to the C4D .exe file whatever it is named and rename it to keep track of which version it is. Looking at the parent folder should tell you what version that .exe goes to. For me whatever version of C4D I double clicked on last is what windows uses to open the c4d files. That is if I doubled clicked on the R19.exe last it will open in R19. If it was R18 it will open in R18. If some time in the past you right click and say "always open with" it might not work like that and could open with the old version till you right click and say "always open with" and pick the new version of c4d. To get to "always open with" you have to right click on the file Open With > choose another app > Check "Always use this app for .c4d files" > More apps > scroll to bottom and choose "Look for app on PC"
  20. 2 points
    If you make the cloner editable, it's easy. This scene uses a Python list to store the collision data doms 3.c4d I'm like the guy who only has a hammer, and sees everything as a nail - I see every problem as needing XPresso + scripting...
  21. 2 points
    Welcome to the cafe... This should send you in the right direction... CBR
  22. 2 points
    Thx! Yeah it was a project I had to fit in with all my other responsibilities at work, I run Briggs & Stratton's video studio so there's anywhere from 1-24 other video projects happening at the same time haha. Thanks for all your help Igor on this in 2017/2018, you were a rockstar!
  23. 2 points
    Thanks a lot guys =) I hope my bags don't get thrown around like in the animation ^^ @cerbera: here's some more! The aircraft was a b*tch to model by the way. First I made one window, put that into a linear cloner. Made the doorpanel after that, and put one of them on either side. Connect those three part by using the 'connect'-object, and use a wrap deformer to make a half-cilinder. Throw in a symmetry to mirror the other half. After that, I made it editable and used a FFD-deformer to give it a bit of an round, cartoony shape.
  24. 2 points
    I've been quietly dismissing VR as being largely none of my business, despite being vaguely interested in its immersive graphical possibilities, but then I saw this, and am now a good deal more interested, to the point where I have almost certainly got to go and get one ! :) Check out this interactive VR sculpting of a full character using the off-the-shelf Medium software that comes with the Occulus Rift S, which is only £400. What impressed me most is that he'd only been at that for 3 days before he did this character (although granted he looks like he really knows what he's doing with regular sculpting, and is doing very well to sort that out with no reference), but the tools look really easy to be very accurate with, in a way that even a stylus can't be... So just sharing that in case anyone else is as late to the party as I am :) CBR
  25. 2 points
    If you think about it a bit you will see that it makes perfect sense. Let's say you have a simple cloner and you lift clones with plain effector for 100 units and you are happy. Then you add dynamics. What do you want to happen? For clones to drop due to dynamics or stay lifted for 100 units due to effector? :) You can't have both at the same time. That is why in dynamics tag you have follow position and rotation. By using these settings you control the bias. 0 Means dynamics, 100 means effector and everything in between is interpolated
  26. 2 points
    My beautiful wife works as a social worker at the juvenile court, and she uses the signs of safety-tool: the three houses. These three houses are a great way to talk to children about the good things in their lives, their worries and the dreams they have for the future. She made an example sketch for me, so I had a very good idea of what she wanted. I made a new sketch (below) because she really likes the old skool pencil-on-paper style. I thought it would be cool to make a 3d version of the house, so here it is!
  27. 2 points
    It's weirdly phrased question. SDS's primary function is to produce a high poly nicely curved result from much lower poly geometry for the reason that this lower poly geo is infinitely easier to work with given its relatively few points. For organic models this is essential, because they tend to be all curves, which require high density geometry to adequately describe, and trying to edit that directly would take hundreds of hours longer. But there is another type of modelling, Hard Surface, where we don't use SDS, and all our corner and edge rounding comes from bevels. This can be much more polygon efficient than SDS, because areas that are flat do not have to be subdivided and there is no need for control loops. So, with equal validity, we could have also made your shape by only using bevels and deformers, although then you'd need a lot more segmentation in the primitive base object. In this case either method is fine, but generally objects in the real world tend to lend themselves more to one type than the other, which is partly how you decide which approach is best. Other factors might include what environment the models will end up in, whether they will need further modelling, additional detail or deformation, and even how close the camera is getting to the mesh. HS modelling can also be faster because you don't need to worry about SDS modelling rules so much - triangles and complex poles are mostly fine here. Sculpting does not require SDS at all - it is doing its own subdivision, usually to much higher levels than our regular SDS object would normally ever be set. CBR
  28. 2 points
    just to entertain you guys a little (especially @Cerbera), vector was referring to that model here. i needed a model of a muscular toon figure in a speedo for a quick visual for a client, and the budget didn't allow to create one from scratch. so i went to TS to look for something to buy and i did find a model that was very close to what i was looking for. there was a very low res wireframe render of it, and at a quick glance it looked like it was properly modelled in quads. did cost 10 bucks, so i bought it. when i opened it i was faced with the worst mess of a model i've ever seen, it basically features every modelling mistake there is. and the more time i spent cleaning it up, the more curiosities it revealed. i have to admit, it was pretty entertaining, so i don't even regret spending 10 bucks on it, made me laugh pretty hard a couple of times, most movies can't deliver that for double the price when i go to the cinema ;) what puzzled me the most is why that guy interrupted the edgeflow so often, and mostly in places where there is really no need at all for it. have fun watching the video. the password is "theworstmodel". (didn't wanna make that vid public on my vimeo, some people might think it was me who modelled it) :D and i actually did use it in the end, and the client was happy, the client doesn't even know what the word topology means in the context of 3D. https://gyazo.com/a7528a22395e99e233f630951174e435
  29. 2 points
    Yeah def recommend Helloluxx! Beside the links above also search "motion designers community" on youtube. They have great tutorials. I like this one:
  30. 2 points
    These are some of mine picks: https://www.youtube.com/channel/UC8UTZnHzDzwavGS-nNg7Q9w https://www.youtube.com/channel/UCwX1O0jnZT0SK2Um-WkJQOA https://www.youtube.com/channel/UCdhm6jcHjHRbW34qO1tiGZw
  31. 2 points
    5K for a monitor + 1k for a Pro Stand? :D Apple is a joke of a company. I really dont understand why would people pay that amount of money for something so expensive when they can buy the same thing for much less, only downside is that you dont have Apple logo on it. But hey, maybe I am wrong, I just know I would never ever gave that money to them.
  32. 2 points
    $6,000 for the base model… That's £4,750 approx! I mean they look very nice and expandable but I could build two reasonably good PCs for that probably with higher specs. When are Apple going to come off their hobby horse and look at the REAL users and think if they lowered the price they might sell more? I mean people will buy this but it will probably be only studios and real Mac die-hards - which I am not BTW, much as I love the Mac OS.
  33. 2 points
    maybe if we all put our finances together we can get you that 1k monitor stand
  34. 2 points
    Tapping into the amazing performance of the new Mac Pro, we're excited to develop Redshift for Metal, and we're working with Apple to bring an optimized version to the Mac Pro for the first time by the end of the year. We're also actively developing Metal support for Cinema 4D, which will provide our Mac users with accelerated workflows for the most complex content creation. The new Mac Pro graphics architecture is incredibly powerful and is the best system to run Cinema 4D.' - David McGavran, CEO, MAXON
  35. 2 points
    @Hrvoje probably has the best option there, but if you need a simple fix, just make your Cloner editable, parent the clones in a chain, and animate their scale Y parameter. I've attached a scene so you know what I mean. A03_FLAT_DEFORM_v2.c4d
  36. 2 points
    Here's what I've got. There's some User Data called "Fold" on the Main Legs null. I've got it animated roughly to give you an idea of how it works. I used Cloth with Belt tags for this- might have been possible with Soft Bodies too, but this is the way I knew how to do it. I have a Cloth Collider on the Sphere, then a Spring which stops the sphere from falling since Cloth can't actually do that. The two systems are separate and can't really influence each other. The way your chair is designed, I wasn't quite sure how the back legs would fold, since they can't reach throughout the fold. If you animate it quickly, though, no one will notice. beach chair open v2.c4d
  37. 2 points
    Working on a solution for you :D
  38. 2 points
    Thank you everybody! For those asking about the process for the look. I gave a talk at IBC last year on the topic of nonphotorealistic rendering:
  39. 2 points
    This is a little DoDo character I'm working on I really don't have much experience with character modeling so he's a pretty steep learning curve for me still lots to do need to model his wings and clean up the mesh somewhat and figure a good way to add some feathers possibly with hair not decided yet I'll have to science it. I hope you like my progress so far. Cheers Charlie.
  40. 2 points
    Thank you for the feedback I have taken it on board and made some adjustments I found 2 Tri's in the model that slipped through the net I think they have all gone now. Thanks, Charlie
  41. 2 points
    This is too damn funny. HiFly must be my cosmic twin. I was going through the exact same same tutorial yesterday and having the EXACT SAME PROBLEM. I kept wondering what modeling step I was doing wrong and then I finally rewound the video to see that the instructor had different settings with the symmetry object. Once that was changed it worked perfectly. Toby Pittman and Making it Look Great training is...awesome! Cerbera + Toby Pittman =learning heaven.
  42. 2 points
    Ahh, I really appreciate you looking into this and for the work around. Amazing. Amazing. You've made my day, I can get on learning now but the upshot is that I feel as though I at least know the symmetry tool pretty well now after focussing heavily on it trying to fix this issue. Thanks again, especially for the work around. And your time. ;-)
  43. 2 points
    OK, well, you are doing everything right there, and I can confirm that errors every time, so looks like you have discovered a new bug in R20.59 ! Bizarrely, it works fine until you release the mouse button, at which point the new broken surfaces appear. That is not a trivial problem, so I will report that via the normal channels, and to @Igor directly. In the meantime there is a work-around. Do a zero-extrude, then use Normal Move to get the polys where you need them instead... PS - you have 2 stray points at the base of your model. Points mode, Select All and Optimize to fix those. CBR
  44. 2 points
    Look how many edges the circle one has, and then how many edges your square text has. There's the difference. Your 'square text' splines need more intermediate points, and then you can drop the size of the regular grid quads in the Caps section of the Extrude to roughly match the points along the splines, which will give you a result somewhat like your circle above, which might be passable (though not exactly great either) for making balloon text. However, I am going to question the suitability of this text / font / shape for balloon text in the first place - that technique is much more suited to big, round forms, not thin angular text characters. You don't say what the client wants exactly, but I would suggest looking at other options for this, including modelling it with nice rounded edges in the first place, or using something like a smoothing deformer to give nicer rounded results than a cloth sim will. But, assuming you are absolutely sure that balloon text is the way forward, what would be the better way to go here ? Let's look at the shape you have, and see what poly primitives would be a good starting point. Experience tells me that in this case we need a simple plane object for the square bits, and a simple disc for the round bits, the former of which we will give enough segments out of the gate that we can simply delete polys we don't need to get the result above but with perfect quads everywhere. 1. Get a reference image into Cinema so you can see what you're aiming for, then line up a plane over it like so... Note I have chosen 42 x 15 segments there, which lines up with the reference, and will give us a character 3 polys wide or deep. 2. Now make that editable, Poly Mode, and select the polys we want to keep, U,I to invert that section, and delete the ones we want to throw away, giving us this... 3. Now we can add an 8 segment disc object to the scene, give it an inner radius to start that bit off... 4. Now we can make that editable, Close poly Hole to fill in the middle bit, then make 2 cuts with the Line Cut Tool as above to get us perfect quads. Then you can optionally COaD that to the plane to get a single object. So now we have the perfect kind of polygons for any subsequent modelling operations. 5. But we need more polys than this for balloon text, so now we can go to Poly Mode, select all of them, and r-click / find Subdivide Command, click the options cog next to it, set smooth subdivision, and level 2, which will get us this... Now we have smooth rounded edges to our text (better for ballooning), and no triangles anywhere, and utterly even poly distribution. 6. Now we can extrude that (with caps) via the Extrude Tool in Poly mode (not the object). Your tutorial might tell you that you only need 1 extrusion segment, but if it does that is not necessarily trustworthy advice. You want more like 2-4 for nice balloon results... you'd only use 1 segment here if you wanted horribly sharp seams. Here I have selected the polys I will be defining as cloth seams in the next step... I did that by using Phong Break Selection to grab the front and back faces all at once, then inverted that selection to get the rims. 7. Once the cloth tag is applied, and those polys are defined as the seam, then you can run the dresser and see what happens. I recommend starting with a seam value of 1 cm. If it goes mental that just means your seam distance was wrong, and you can undo, try another value, and do the dresser again until it's more like what you want. When happy, delete the cloth tag, and you're pretty much done. I've put this under a Subdivision Surface Object now, (but only L1), and for all our effort it looks... OK. But now we're back to the original question - was this model suitable for ballooning, or was there a nicer way ? Let's see... If you just didn't apply the cloth dresser (or indeed a cloth tag at all !) you could add a smoothing deformer under our high poly model to round out the text in a different, and arguably nicer way, like so... You could also have stopped at the low poly version we started with, and tried soft body dynamics with some inflation, which would have given another type of rounding again. But I rather think the preferable solution was the one we gave you in your first thread about this the other day... Anyway, hope that helps CBR
  45. 1 point
    Hi I just purchased Real Magazine preset by Gianni Lorusso. Anyone else played with it yet? It's very useful. Description on the aescripts site says: " Magazine preset for Cinema 4D (requires Mograph). Creates a magazine, newspaper or exercise book with all the pages you need, adjust the size, set the starting and ending configuration for the animation, flip through pages one at a time manually or automatically and much more " https://aescripts.com/realmagazine/ Philip
  46. 1 point
    This is because you have selected UV mapping as the type, or rather haven't changed it to anything more suitable. Set it to Flat, then rotate the texture if needed via the Texture Mode, and then it should be consistent across all the objects, and you can scale as you like... CBR
  47. 1 point
    Bought the Hellolux, was not disappointed. The ones Igor mentioned look great too.
  48. 1 point
    That is exactly the solution I needed! I can't thank you enough. The symmetry object will do the trick. I think if I use x particles and avoid collisions and maybe the flocking function I can get what I need. This project is going to be very different for me, its very personal and I want to get ahead of any problems before I start animation.
  49. 1 point
    I think @marmalade means widescreen vs 'regular' - it's in render settings
  50. 1 point



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