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Showing content with the highest reputation since 08/24/2018 in all areas

  1. 5 points
    half man half cat. ;)
  2. 4 points
    An older work of mine. Created in MAXON Cinema R15 with the physical renderer Rendertime with transparency in hair material about 20 hours in 1280x720
  3. 4 points
    Hi Iv done a few skulls now, practice makes perfect as they say so here is another take on one. Base mesh modeled in C4D, Sculpted in C4D, details in Zbrush, rendered with Vray4C4D. Hope you like it. Dan
  4. 4 points
    Hi Yohnson I can help out with this as character, human modelling has been my main focus for some time. As has @HSrdelic pointed out for the fact that you can draw and design characters is a very good skill set you have already. There are a few ways you can go about modeling but as you say although its for still work its good to keep in mind deformation for animation which comes later. The topology of the model is the key as this lets you get control over the edge flow to generate the forms of the model, keeps the polygone count low, and sets you up for animation. Its quite a big topic as each part of the body needs its own attention, and according to how much range the limbs will need is to how you design the edge flow. Its good to get some stylised drawings that show the "character" of the design, but you may want to model directly from a back drop reference image which is a popular method. There are some considerations you need to keep in mind which I will lay out as follows. 1: Will the character need to have its arms ever above the head like climbing a rope? If thats the case then have a reference drawn as a T pose, arms at the sides. If the character is going to keep his arms down allot then go for a (A) pose. 2: Keep the arms pronated palms facing down, spine as straight as possible, slight bend in knees, and elbows, feet facing forward. These things will help the rigging process later on. You can pose the character after to give it its character after. 3: Decider early on the scale of the model, this is more so if you use other apps in the pipeline, or you have a target game engine, it just saves some issues you may encounter later on. 4: Edge loops should be clean continuous loops and located epecialy at areas that are to articulate with joints such as neck, shoulders, elbows, knees, wrist, ankles, fingers. There should be one main loop that you would concider the bending point of a limb, and at least 1 or more supporting loops to hold the form both sides of the main loop. 5: Avoid triangles on areas that are curved, and more so places of articulation where possible, but always avoid Ngons. 6: Poly by Poly modelling is a method in which you extrude edge by edge while rotating each polygon into place, this is a method I like for ultimate control when doing heads. You can do box modelling which is great for many parts of the body, but not the way I like to make heads, they require more adapted edge flow more so if you intend to have facial animation, loops are important. 7: Clothes, unless you need to have a change of them should be the body of the character, it will make things much easier later on for rigging if you dont have to keep a body under clothes. 8: Make each part and spend your time and attention on them as if they are separate projects such as shoes, you could make them simple and use maps for detail or add some detail with modelling. 9: Uv mapping should be high on your priority when done, all your hard work texturing and detailing will be best on a very clean non distorited UV map. If you are new to character modeling the hard part may be not just h=getting the correct topology but forming the correct volume in 3d space. Use the sculpting tools as part of the modelling process, this helps you move more verticies at once, and will help you get the shapes much faster. If you have access to a dedicated sculpting program like Zbrush you could bring your 2d characters to life much faster as there are methods in which can help you avoid the modelling to start with, and deal with the concepts but be warned that this can take over because its so fast and easy and neglect your modelling practice skills. What a sculpting program will do is train your perception of volume in 3d space much faster than just old school polygon modeling because your be able to do much more in less time. Dan
  5. 3 points
    Been on vacation for a few weeks. Slowly getting back into rendering as I plunge into client work. Just trying to rough in the shapes in my head with this one. Could use a million more details and kit bashing, but I'm moving ahead to a better base mesh before trying that.
  6. 3 points
    I saw this interesting gizmo on YouTube, and thought I'd have a go at doing the cutout using R20 Volume Builder https://vimeo.com/288629613/708a352c47
  7. 3 points
    Check this out my dude! You can adjust the frequency and stuff inside of the formula deformer. What I did: (1) Create a cube and add a lot of subdivisions (2) Add Formula deformer and tweak until it had about the right movement. Then turn it off for the time being. (3) Added the "snake" texture to the cube...projected it flat. So that it's showing on the front and then streaking along the sides. (4) Add the "Stick texture tag" to the cube. (5) Turn back on your formula deformer. (6) Create floor and texture (7) Boom you're done. If you want the floor texture to move just animate its position in the texture tag. Looks like you'll have to do some polygon selection tags with a couple different textures to get the movement direction different in those different spots. Hope this helps :) Snake.zip
  8. 3 points
    I once read a thread on the forum polycount.com where there was a battle of ZBrush vs 3Ds Max. For me it was unexpected that ZModeler Zbrush was very fast. But the user 3ds used scripts. After a bit of thought, I decided to test the theory about combining the best of the two worlds inside C4D. I did it in 53 seconds, without using plugins and scripts.C4D Win !
  9. 3 points
    Hey, everyone! At long last, I have released my award-winning short film, The Encounter, produced in Cinema4D. (I utilized an array of stock models, and basically did everything else myself.) You can purchase a digital download of the film for $3 on my new, online shop: http://decarloanimation.com/shop/. If you like The Encounter, please consider supporting my next film, Summer Days, on IndieGoGo. Also for just $3, you can get an advance copy of the film as soon as it is done - before the festival circuit and at least a year before it is released to the public. There are a bunch of other cool perks as well, including a Limited Edition Blu-ray of both films. (I'd have to look up international shipping for anyone outside the U.S. that would like anything physical, like the Blu-ray or a poster.) Thomas
  10. 2 points
    Hi folks :) I am happy to announce this exclusive training which covers new and fantastic Node based system inside CINEMA 4D. As usual we start from the ground up, covering the basics, remove any fear from using nodes, demystify complete process, show essential skills needed and progress to very end where we build very complex materials. This training concludes everything to make you 100% proficient in node system and even includes asset creation. Training also shows how to use Node system outside of shading context with usage of objects. Nodes raise shading and rendering in CINEMA 4D to completely new level. I am sure that you will absolutely love this one :) Lesson outline: 01_What_how_why 02_Datatypes 03_Simple_materials 04_ Soap_Bubble 05_Alpha_mask_logo 06_Xray 07_Wire 08_Hazard_symbol 09_Procedural_Blur 10_Decal 11_Candle_flame 12_Rusted_paint 13_Animated_shader 14_Asset_creation Duration: 3 hours Grab it from the store here https://www.c4dcafe.com/ipb/store/product/19-introduction-to-r20-nodes/
  11. 2 points
    In this tutorial i cover various elements on the HUD in cinema 4D that you might not be aware of. Do you have any questions? Be sure to ask in the comments and i’ll add the answers to this post for everyone to see. The post HUD – Heads up display appeared first on Ace5studios. View the full article
  12. 2 points
    Over the years I've been approached by quite a few companies to produce Cinema 4D training videos and so far I have generally resisted, preferring to make videos under my own 3D Fluff brand instead. Well, today you will find a first from me, I'm happy to announce a new video produced in conjunction with Greyscalegorilla. 11 hours of R20 content on how to use the hottest new features in R20. https://greyscalegorilla.com/downloads/guide-to-c4d-r20-training/
  13. 2 points
    Seems to be working now - I think this is known as PEBKAC (problem exists between keyboard and chair)
  14. 2 points
    Very easy to solve it... ...simply decrease Voxel Size parameter in Volume Builder object. (and for total perfect look apply Smooth layer)
  15. 2 points
  16. 2 points
    I like the dark skin. I like have the unread content button at the top rather than having to scroll to the bottom. I still reckon it's too hard to find the cafe's free tutorials. They should have a link of their own along side "Gallery".
  17. 2 points
    MSA fulfillments for customers in North and South America will begin to go out today. Unfortunately release day was a holiday for those of us in the United States, so we're a bit delayed. Sorry. The US also doesn't use the ePortfolio system, so don't worry about that - you'll be emailed serials and download links soon. In the meantime, I'd encourage you to download and activate the demo for full save capability. You will however need to download a separate commercial install once you receive your MSA fulfillment.
  18. 2 points
    Enjoy it... - evening - midnight - morning :)
  19. 2 points
    Hi Yes, you can do as you suggest. Select the verts you wish to revert back to default base position, right click on the pose morph it was modified in and select (Selected to base) this will pop back them verticies to their original position. Dan
  20. 2 points
    Thanks C4DS. Most of my more recent tutorials are on my Vimeo channel. The cafe also has a free tutorial section that has a few tutorials of mine that I haven't uploaded to Vimeo. It was the Cafe's free tutorials that made it famous. We were doing free online video tutorials before YouTube came on the scene. Not sure why the current Cafe owners make the tutorial section so damn hard to find. To find the link to the download / tutorial section you have to hover your mouse over the word "Forums" on the front page. However if you are in the forum section the link to the downloads section is visible. You can find the cafe's free tutorial section here: https://www.c4dcafe.com/ipb/files/category/1-tutorials/ This includes some of my tutorials that aren't on Vimeo.
  21. 2 points
    They're " bad" because they are essentially modelling mistakes, there's really no need to have them in your mesh at all, especially if using subdivision. There are some that will disagree of course , saying that if it's not going to be seen then it doesn't matter , or if it's on a flat surface and won't effect the render then it doesn't matter, well I can assure you it certainly does matter , it's simply bad practice, whether it's visible or not. It's kinda like a plumber doing messy pipe work saying it doesn't matter because you won't see it, it's just a lazy approach imo, there shouldn't really be a point where modelling with quads reaches a limit. For complex hard surface stuff, if you're poly modelling it and not using something like fusion 360 or moi, then you'd start lower poly, planning out your topology and working out what's going where first and how much geometry you need to hold certain shapes, and get the base forms down, before subdiving it further to give you the nessisary added geometry to model in extra detail. I've seen some incredibly complex hard surface models that are all 100 percent quads so there's really no excuses for it other than the person modelling it doesn't posses the nessisary skills to pull it off or are just taking a lazy approach
  22. 2 points
    Saying N-gons are bad is a very limited view IMHO - one that sometimes comes from a limited exposure to modelling software and techniques. If you're working with objects in C4D that need to be deformed, subD'd etc - quads are the way to go, no question about that. However, if you are working with mechnaical engineered products, product visualisation, architecture, etc - stuff that isn't going to be deformed and has lots of flat surfaces - Ngons are no problem and might be preferred. I use them very frequently. Software that uses solid modelling techniques, and more CAD oriented modelling tools such as FormZ have used Ngons for decades - they give a lighter, cleaner mesh. The same sort of questions / opinions come up with booleans - "...booleans are horrible, destroy your mesh etc..." - that's a reasonable opionion when you're working in quad / subD focused software like Cimema. In solid modelling tools they are the main method of modelling and are often a joy to use. Bottom line : It depends on what you're going to do with the model, if you're part of team / pipeline, and the tools you use.
  23. 1 point
    Not 100% sure what the issue is but you should be able to control everything in the cloner object. If your cloned polygons aren't rotated how you want them, use the rotation settings in the transform tab of the cloner. Use the rotation in the coordinates tab to rotate the cloner object itself.
  24. 1 point
    Downloading right now. :)
  25. 1 point
    That is odd, I can scale a animated character to any scale without the joints going crazy using the project scale feature. If the scene can be scaled without the animated character in it, then have you tried either as you said bake the animation, scale it in a blank scene, or even just take the animated character paste that into its own blank scene and scale that using the project scale? The other way is to use the method of scaling is to go into object mode, turn off the skin tag and manualy scale the character within a null, then turn back on the skin. You could maybe scale the whole scene without the character first, bring in the huge character then do that? Dan