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  1. 23 points

    Version 1.0.0

    3,690 downloads

    Here's a simple script that takes a selection of points and arranges them into a circle. Also works in edge and polygon mode. Make sure you only select the outer elements i.e. select a ring of points. if you don't do this, the plugin won't work. Copy the script into your scripts folder which you access via the Script menu on the toolbar. Restart C4D and you'll find the script in the Script menu. Do your selection then run the script. Resize the circle of points, edges or polygons using the scale tool. You can change the default size of the circle by editing the script.
  2. 23 points
    Hi folks :) Here are some important news from us. From this point onward, all trainings from C4DCafe, both existing and future ones are free. Yes, you read that right! Given that we are now fully committed to make Cafe even greater place and universal Cinema user hub, we felt that this is necessary step. Free access to knowledge will have positive effect on the community and whole C4D eco system. All training content is being uploaded to our youtube channel as this post is made. Here is a list of trainings that will be available: 1. Introduction to R18 and modelling (currently on youtube already) 2. Introduction to R19 Fracturing 3. Xpresso volume 1 and volume 2 4. Introduction to R20 MoGraph fields 5. Introduction to R20 Nodes We would like to thank all our former customers and hopefully they won't resent this move, because, after all, this benefits them too for future content we make :) We expect to finish with upload in a week since shear amount of videos will take long time. https://www.youtube.com/channel/UC_MRjD4IdPtvYLo2dLC-POw Additionally, we also started providing very valuable scene file repositories like this: https://www.c4dcafe.com/ipb/forums/topic/91711-c4d-cafe-lost-and-new-filesfree-to-use/ https://www.c4dcafe.com/ipb/forums/topic/104415-node-based-materials-repository/ https://www.c4dcafe.com/ipb/forums/topic/104962-hrvojes-free-file-pit/ Last but certainly not the least, is our new community based project https://www.c4dcafe.com/ipb/forums/topic/105210-c4d-cafe-steam-punk-project/ We hope that with these moves Cafe will grow to be even better, help you even more to promote your work and skills, assist you in finding gigs or full time positions, or simply be a happy place for you to hang out. As a part of the staff here I try to help as much as possible and I can see incredible effort from many members to share their time and energy to help out others, which is truly fantastic :) Cafe has grown so much that we have members from all kinds. From students, hobby users, 2d artists, VFX guys, hardcore coders, to talent scouts, managers, CEO's of large companies and various other industry professionals. Have fun and for being a member!
  3. 17 points
    Hi folks :) As you may know, we are now offering massive amount of training content on Cafe Youtube channel. Content is free and available to anyone. Please consider subscribing to our channel, this will help us run Cafe, keep trainings free, and enable us to create more quality content for you. https://www.youtube.com/channel/UC_MRjD4IdPtvYLo2dLC-POw Thank you!
  4. 14 points
    Hi folks :) In this topic I decided to share many of my files for you to examine. All of these were small setups, rigs, contraptions, prototypes and fun projects that I made over the years for clients or for myself. There is a lot of them but I will post them in small groups over time in order to avoid overload :P Feel free to use techniques and whatever you learn from them to your advantage. Each file will be enumerated and with hint of what is used in the scene in parenthesis. Files will vary from simple to quite advanced setups, in no particular order Have fun! 01_Airplane_route(MG+constrains).c4d 02_Atom_array_attractor(MG+XP).c4d 03_Ballon_procedural_anim(CA+Cmotion).c4d 04_Barb_wire(MG).c4d 05_Beast_in_box(CA+Cmotion).c4d 06_Box_fill(Dyn).c4d 07_Burning_match(MG+XP).c4d 08_Butterfly(CA+Cmotion).c4d 09_Cell_tissue_penetration(MG).c4d 10_Build_up(MG).c4d
  5. 14 points
    just finished my latest short, rendered with redshift. i hope you'll enjoy :)
  6. 13 points
    I will be uploading the plugin here shortly. Here's already the "documentation" how to use it. No fancy interface, as it just gets the job done. Here's the plugin: Ringloop v02.zip
  7. 13 points
    I've been debating posting this for a week or so and this topic has probably been beaten to death before but what is so hard about saying thank you when you post a question and people go out of their way to respond and help you? I'm not asking for a long love letter to express your gratitude or anything, just a quick "TY that helps", something to let me know my effort wasn't in vain. hell, I would not mind "you idea was a POS", something, anything, just reply with something to acknowledge my/our effort. ok, rant is done
  8. 12 points
    Hello Everybody Here is my fan art version of Tyrion Lannister Game Of Thrones. Iv been working on him on and off over last two weeks mainly at night. Iv done tons of iterations, and still am tweaking stuff, but need to let it go. All feedback and questions welcome. He was totally modelled in C4D including some sculpting along with Zbrush for the very higher frequency work. Minor Photoshop Post, Rendered with Vray4C4D 3.5. Images are much larger, click one each image 3 times to view full size. Time lapse Video Sessions. Modeling: Dan
  9. 11 points
    Lots of ways to go about that, but I think this is probably the fastest... 1. Top view, poly pen in Quad Strip Mode, and draw yourself a network of polygons, like so... 2. Extrude that (with caps), and delete the end caps to get your tunnel ends... 3. Smooth Subdivide that to Level 4 or 5, then use a displacer deformer (make it a child of the object), driven by Luka noise to make it look rocky... It might look like a giant pretzel from the outside, but from inside we're approaching something cave-like... Don't forget to select all polys and Reverse your Normals at this point... You can add further displacements (in a group with the SDS Object) at smaller scales, and use that additional SDS to increase polycount much higher. Here I'm at a combined Subdivision to Level 7, and I've got Luka at 600% driving the bigger detail, and Electric Noise, 50%, stretched 500% on V for finer detail.... Lastly, you can handle smaller detail still with normal or bump maps in the material... talking of which, if you are using photo-based textures you want a nice Triplanar mapping setup to texture this properly, but you can do it equally well with just layered procedural noises... Lastly I should mention some techniques for making it look 'big'. These might include... Building in small holes to the tunnel roof to let beams of sunlight in, and using a plane in an Atom Array in front of your sunlight to further break it into godrays.. Adding some Physical Sky, not for its weather, but for its atmospherics haze... Using small area lights, with small illumination falloffs Park the camera very low, and use wide angles Hope that helps... CBR
  10. 11 points
    CINEMA 4Ds SDK (Software Development Kit) is changing constantly. This has to be done to reflect new functionality and changes under the hood. While we try to keep the SDK as stable as possible, from time to time, we have to introduce bigger changes. Sometimes, even smaller things can cause bigger changes for the 3rd Party Developers. With R12 we switched from single to double precision. This isn't a huge change by itself, just adding some digits to make numerical calculations more precise. But this also meant, that no old Plugin would run anymore and each Developer had to adapt and recompile his plugins. So changes in the SDK are happening all the time, sometimes they are bigger or can have a bigger impact. We've announced some time ago, that we are working on new foundations for CINEMA 4Ds future. A project, which we have been working before this announcement and which we are constantly working on. As you can imagine, such internal changes will also influence plugin developers. In fact, they already did. The changes developers will have to face (our developers, as well as external developers) will have sometimes more impact, sometimes they won't have that much impact. Thus you can expect Releases with a huge impact for Developers and Releases, with just a minor impact. We will try to balance our development in such a way, that we don't hurt 3rd Party Developers too often and too much, but to proceed, we will need to put an end to old functionalities and introduce new functions and behaviors. So there is a high probability that future releases will have a bigger impact on our SDK, as more and more of the core functionality will get replaced in a way that we can't make a very smooth transition for developers. I won't give any information about R20 here, so please don't start asking. We will announce news, when it is time to announce them.
  11. 10 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
  12. 10 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!
  13. 10 points
    For the past years I have been working on this solo project during my spare time. It took me way too long, because in between i lost interest, had paid jobs, scrutinized the story, scrutinized the characters, scrutinized my lifechoices etc. But eventually i was compelled to finish this short film because i had invested too much time to just drop this project. So here, I'd like to present you: SUNDAY, a story about a lonely penguin's quest for refreshment on a hot and sunny southpole sunday.
  14. 10 points
    just finished a new animated gif called "mind your own sh*t". i hope you'll enjoy.
  15. 10 points
    Inspired by that masterful Eric Smit landscaping lecture I re-posted the other day I have been playing around with mountains and terrain masking to see if I can get a vaguely convincing result in the terrain department. I'm going to do a few images in this series, but here's the first. Physical sky (fog, atmosphere, sky, sun channels, no GI) is doing the lighting, but sky later swapped out for photo. 20 minute render. You can tell me if I'm winning or not - happy to hear all suggestions for improvements in the next round... CBR
  16. 10 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:
  17. 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
  18. 9 points
    For the original plugin version I would like to refer to this thread. A year has passed since the implementation of that Python plugin, and while I wanted this Seamilar plugin to do more than currently has been released, the Python SDK held me back. With the release of R18 MAXON provided additional bodypaint functionality in it's Python SDK, and I finally could implement the full version of the plugin as I envisioned it at the start. Or so I thought. Unfortunately, MAXON's dev support confirmed that the added functionality didn't work, so I was back to square one. Instead of waiting on a fix from MAXON, I went ahead and digged into the world of C++ plugin development, as this SDK didn't suffer the reported problems. A few weeks later and I have this "concept version" running. More development is required before it reaches a stable release version, but it already shows it's potential. No release date available yet. As for the supported Cinema 4D versions, this will depend on the needed functionality in the final version. One drawback of this being a C++ plugin: while the python plugin (being a script) is platform independent, a C++ plugin needs to be built (compiled and linked) on PC and on Mac separately. EDIT: If you want to know more about the progress of this plugin, feel free to browse through the many posts that have been written since the birth of the plugin, to its current state. Note that as of 2019 the Seamilar plugin (along others) is currently available at https://toolspixels.be/plugins/
  19. 9 points
    FINALLY! Finished a new personal project! It took me quite a while to get started, was flooded with commissioned work, had lots of other stuff to do around the house, and had a bit of an artist block (lame!) Anyway, hope you like it! Also made a 'making of' so you can have a look how it was made. M
  20. 9 points
    Here's one of hopefully many. Thanks to @ABMotion who suggested this sort of thing might be worth doing... well now we're doing it :) This time we're looking at the oft-overlooked Spin Edge. Redirect your polyflow at will ! CBR
  21. 9 points
    Here's Part 2, in which we make the base using a nice easy lathe... If this post gets more than 5 likes I will make Part 3 - the difficult scroll top ! ;) CBR
  22. 9 points
    Time for another one I think. This time let's make a diamond-cut whiskey glass in just 23 easy steps :) CBR
  23. 9 points
    big fan of her work, so i was extra stoked when i was asked to do the character rigging for this piece... :)
  24. 8 points
    Hi everyone, I'm sharing my Cinema 4D library of more than 1800 architectural profiles with you. It used to be a commercial product for a while, but as of now it is available for free. I made this libarary about 7 years ago in Release 13. It will NOT work in versions older than R12. All profiles are based on real-world references and scaled to real-world dimensions. You can downlaod the library here: https://www.dropbox.com/s/e4pshf0wast7919/arch_profile_collection.7z?dl=0 I hope you'll enjoy this huge collection of architectural profiles! Cheers, contrafibbularities
  25. 8 points
    Hi everyone, I've just finished an object library filled with 330 Chinese patterns I modelled on the basis of photo references and 2D graphics images, and I'd like to share this library with you. Each of the 330 patterns comes both as a polygon object and a spline object, so you'll have 660 objects to play around with. You can download the free library here: https://www.dropbox.com/s/5xeddl0y42j2knb/chinese patterns UD01.lib4d?dl=0 All objects as well as the library were done with Cinema 4D R18 and will work at least in R14 or better. I hope you'll enjoy the library! Cheers, contrafibbularities
  26. 8 points
    A while ago the Polystein Kit for MODO (see https://www.c4dcafe.com/ipb/forums/topic/98647-polystein-kit-for-cinema-4d/ ) was introduced to me. From that moment the idea kept growing in the back of my head to provide something similar for the Cinema 4D community. Once other priorities were out of the way, I started working on some scripts to test out the feasibility of my interpretation of the idea. Once a working concept was obtained using several scripts, I contacted William Vaughan, the original creator of the Polystein Kit, in order to obtain approval to take his idea and turn it into a Cinema 4D plugin. Working from the scripts made earlier, I started implementing this new plugin, which I named "PolyGnome". Explaining the choice of the name would be a story too long to tell here, so I 'll prefer to leave that for long, cold and dark winter nights ... The current state of the plugin does use it's own library implementation, instead of using the Content Browser. There is more than one reason for this, but since quite technical, I'll omit to explain these as well. As mentioned in the video demonstration, the current beta version requires a two step preparation of assets. I have some ideas to automate these steps, but more important features need to get implemented first. The plugin will be available for Windows and MacOS, R17 and above (hopefully R19 won't break anything SDK related ... fingers crossed). Possibly R16, if there is enough interest. Depending the feedback from beta testers the plugin will be available sooner or later. Release date and price to be announced. Here's already a teaser, explaining the different steps: As for my other plugin(s), which all have their dedicated threads, I'd like this specific one to be the home for discussing anything PolyGnome related.
  27. 8 points
    Hey guys. I was asked by 3DArtist to write them a tutorial/break down for their Magazine. The tutorial is from my Tyrion Lannister portrait, and covers quite a bit over a 16 step break down. I had made some additions to it since its been posted publicly, that being the clothes where textured using Substance Painter. The core focus of the tutorial is Cinema 4D in which was used for Modelling, base sculpting and hair, although I talk about the full process. Anyways, check it out, should be out by Tuesday 10th April. Sampler here Latest version of the image, Original rendered at 5550 x 3700 Artstation limited to 1920 x 1080 : Click here Dan
  28. 8 points
    I'll chuck in a couple from my interceptor wip
  29. 8 points
    Hey folks, just wanted to say Happy New 2018 to all members, I really wish you all nice and steady new year!! We are now a community of 50000 members which is really unexpected and great if we take into consideration that we had 2y ago just approx. 14000 members. I would like to thanks all the members who are helping run this community...to name few, @Cerbera, @Rectro, @VECTOR, @ABMotion, @everfresh, @bezo @westbam and all others which I didn't mention here, I am really sorry if I didn't include someone that deserves to be here (Cerbera, Vector...please feel free to add anyone who I might forgot). Unfortunately, I am not able to spend much time here as my health isnt the best in past 3 months so its hard to follow what going on all the time. Lets hope 2018 will be better. For the next year we are planning to add some more new stuff, but we will discuss later about that. For now, enjoy your time here if you can and stay well my fellow artists!
  30. 8 points
    Hello, guys! This is my first project in c4d. I try to transition from 3ds max to c4d. Its not commercial therefore we had time to experiment with various stuff and techniques. We did this at YELL (www.yellimages.com) where i am participating as a 3d generalist/motion designer. My role on the specific project was 3d animation/shading/lighting/texturing/simulations. We used Octane renderer, TFD for the smokes/dust, Realflow for c4d for the liquid. Clouds in the back were done in Houdini and imported as VDB sequences. I d love ur feedback. Cheers and happy new year.
  31. 8 points
  32. 8 points
    That was the original intent of the first post on this thread. Can anyone point out where the core is in action on past releases up to and including R18. I was hoping Fritz would be able to elaborate more on that because you are right: the tendency is to talk up new capabilities and tools rather than performance improvements to existing tools (other than rendering), so we hear very little. You would have to read them to be bothered by them....which I don't as I know where they are going. Kind of like watching Fox News or CNN....you know where their biases are and therefore you have a tendency not to watch them unless you tend to agree with those biases. Same with reading Cutman's posts. His bias is very evident. Personally, I don't know what made him hold a grudge for so long against MAXON (its been like 3 years since he last upgraded), but I think it is time to move on. Even Nigel has nice things to say about MAXON from time to time. One thing which we fail to recognize is that some companies can implode when they start to work on a new core. Here is the worst case scenario: There is a drop in new sales once the word gets out that a new core is coming...why buy the old core...wait for the new core. Of course, nothing goes according to schedule and things take longer than expected. As the delays mount, no updates are being released because all the focus is on the new core - so again, the revenue stream tightens further. The market continues to move forward and users are leaving the platform because their patience has run out. To compensate, there is a constant feature creep to what goes into the new core...which in-turn delays the release of the new core. What should have taken 2 years now takes 5. With a hit to revenue, the company is subsisting longer than expected on current cash reserves. They take out a loan which on paper looks good if they release the new core per the latest revision to the timeline. Of course that doesn't happen so now cash is really tight as they have to pay off the loan. No pay raises, no perks. Developers get tired of working for a company that is living on a tight budget and seek greater fortunes elsewhere. With a loss of developers, the new core takes longer than anyone every anticipated. Everything just spirals out of control. If you look at Lightwave and a number of smaller players that have since closed shop you may realize that there is some truth to this worst case scenario.. This is what can happen if you don't manage the shift to a new core effectively. But MAXON has actually navigated these waters quite well (if anything, they are awesome business managers). Yes, we were all unhappy with R17, but the "Takes" system really does not get the credit it deserves. Are things going as fast as we would like....well....they never do. But the company has not imploded. You are still getting regular updates every year without fail and MAXON is still generating cash and using that cash to grow their software development team. This is a good sign folks. I have put a ton on money into C4D and its eco-system of tutorial developers, scripts and plugin developers, texture/shader developers and modelers. I want them around for the long haul and I am pretty confident that they will be there well into R100...which as Cerbera has accurately predicted will involve a fiber to the brain interface and the realization of the "do what I am thinking" button next to the "make great art" button! Dave
  33. 8 points
    I remember people complaining before R18, saying it would bring minor updates.. and we got an enhanced knife tool plus fracture and some other goodies. The "handful of random updates" I got every year, I use them on an every day basis (except for the material updates like thin film because I use Arnold). Now, because Arnold followed the Autodesk subscription only route, AMD is looking very atractive to me. Also, im not sure why unified dynamics are a must, outside of Houdini, every major company that are supported end up using third party plugins (fluids, hair, etc) so having something as nucleous is nullified by that. Anyway, if you need what is available right now in Houdini, go for it. Dont wait for MAXON to step up, because right now Houdini is unreachable, why do you think Maya is aiming towards Mograph market instead of FX? I use Cinema because I use almost all its tools in an everyday basis. Also, the majority of their plugins are aimed towards my specific needs (dem earth, xparticles). If I wouldnt find it useful I would have stopped waiting and moved on if I were you. Waiting for something is the worst thing you can do. Three years ago, Modo promised Mograph and Animations tools (as in animation clips), yet they never delivered, they also promised a happy transition to Softimage users (meaning implementing XSI tools in Modo.. still waiting). Maybe I would have been forever waiting for Project Excalibur -Maya/Max merge that never happened- or the "future of modeling" that Maya also never delivered (zbrush like handling of polygons, inside Maya). Lucky me, Autodesk promised to never stop working on Softimage, right?...err.... also... didnt happen. Roadmaps are just smoke and mirrors. Dont ask for them, they dont go anywhere.
  34. 8 points
    Hey Cafe Thought I needed something a bit architectural in my showreel, and inspired as I have been in the past by the typical 3D sort of ultra-modern, simple houses with a pool we see all the time, I decided I wanted to do something old and complicated. And preferably a bit scary. And then I found Harlaxton Manor, Grantham, UK, set of the dodgy 2005 horror film 'The Haunting', and thought 'there's a challenge', but I did have 500 hours to throw at it. So here we are, the first 100 odd gone, during which I have modelled just the bell tower, its minarets, and its main entrance. And there's still a fair bit of detail to be adding to those. My grim reapers aren't finished, for example - still need to build them a wall of skulls for their alcoves, and add some more stoney detail goodness to the side towers. I am going for rewardingly high level of modelled detail, which will be extended to the rest of the mansion as I complete it, and its grounds. The small section done so far has given me 2495 objects, and 5 mill subdivided polys so far. Fortunately the rest of it isn't quite as detailed / elaborate, but should still make for a fairly impressive CG enterprise when it's done. Here's some screenie wires for those of you who (correctly) like that sort of thing ;) CBR
  35. 7 points
    Hi folks :) As you can see we have some new features on the site. First is that the members display at the bottom of forum is showing avatars Second is, we have a direct topic feed with Cafe Youtube videos Hope you like the improvements, there are still some issues we have to iron out but it works!
  36. 7 points
    While working on a plugin I got the idea of making this small utility: Wheel Of Tools. It allows the user to set up a list of most used tools, which are presented as a circular palette to select from. Available directly within the viewport. Current state of the plugin is only a concept, and I am mostly focusing on the actual tool selection. The part where user does set up the tools still needs to be worked out. For those familiar with PolyGnome, you probably already understand where I will be heading to ... Wheel Of Tools, once fully implemented, will be the base for a new way of interacting for the main part of the PolyGnome plugin. Edit: While many have seen in this plugin what they expected it to be, this is NOT a radial menu plugin. It merely represents a list of tools in a circular way.
  37. 7 points

    Version 1.0.0

    347 downloads

    Rewrite of the original "Points to Circle" script in Python. Runs on R20 and previous versions of Cinema 4D.
  38. 7 points
    Hello all. This is my first project for 2019. My aim is to create a digital double of the actor Charlize Theron. Im in no rush on this one, so will be updating as I go. I will also be happy to answer any questions. Comments, critiques welcome. Im a bit ahead already so here is the start stage modelling the head. I place down the core loops then fill the gaps. Eyes, mouth, muzzle, jaw line, and head centre line along with the big neck muscle Sternocleidomastoid. I will be making the whole entire body, clothes as a complete finished asset.
  39. 7 points
    What's up guys, so it's been about 2 months since i've done any 3d outside of work stuff, so i thought i'd break that little dry spell with a bit of sci fi hard surface modelling, currently a wip, been playing around in cinema for a few hours fleshing out the design for this fuel cell, it's starting to come together now, modelled with sub d, the whole body is a single mesh, the only separate parts are the handle assembly, updates to come, cheers ! V
  40. 7 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
  41. 7 points
    Can't say anything about the release, but here at Cafe we are preparing for large increase in memberships;)
  42. 7 points
    Small quick tip, but very amazing experience... Simply must love it :)
  43. 7 points
    Hey peeps! This is an environment I've made for a short film / pilot episode I'm working on. It was made entirely in Cinema 4D (using the Physical render engine, alongside some simple After Effects compositing and colour correction). Take a look here! This has taken me 17 months to make! Admittedly I was also doing freelance jobs in that time. The total render time clocked in at 360 hours (and no, that wasn't distributed on a farm, it LITERALLY was all rendered on my one PC !... That was a long wait lol) I've NEVER made a 3D scene so immense in my entire time as a 3D artist before :D. But if you're interested in what this is about. I'm working on a BIG passion project in the form of a pilot episode. Fully 3D animated in Cinema 4D. The dream is to make a sincere push towards getting this thing picked up for syndication on some sort of TV network once I've finished the pilot. All my social media deets are in the vid description if you're interested in more about that. Otherwise, let me know your thoughts!
  44. 7 points
    Hi Cafe folks :) I have noticed that quite a few questions which require more complex solutions and deeper knowledge are sometimes unanswered on Cafe. Also, I receive daily requests for help via pm for complex problems where I unfortunately mostly can't help due to lack of time. This also shows that real high quality stuff is not really shown anywhere, apart from bits and pieces scattered all over. Most tutorials that are available are revolving around localized, specific effect or with issues of medium complexity. Given this I am pondering with the idea of creating a "master TD" section where I would show some really advanced rigging, setups, TD stuff. For example, are you interested to know how to create interactive rubik cube? polymer rig? custom python effector? L system rigs? pond drops? slinky? gravitational waves? or any effect that pops to your mind? Let me know then and we can think about how to set this up if there is interest. Since this would require a lot of work we are thinking about creating a small section in forum which would be accessible for small fee to members. Recording this tutorials would take a lot of time so some compensation is expected. The final result would be video training per project, scene files with documentation and comments throughout the scene (Annotations, Xpresso comments, code comments) to help user dissect and understand the logic and principles used. If you have questions simply fire away! Cheers
  45. 7 points
    Oh is it my turn already ? OK, here's my half way stage on full-body DV. No arms yet ! :) CBR
  46. 7 points
    Hey Cafe I guess there'll be a few trek-heads here, and I'm definitely one of them. Whilst I'm not a great fan of what they're doing in Star Trek Discovery at the moment, I am enjoying Seth Macfarlane's rival space saga 'The Orville' on Fox considerably more. It was only a matter of time before I felt the need to model that ship, but apparently I am one of the first to do so, because there is real lack of decent reference images and blueprints, so I have been furiously screencapping the episodes until I had enough to work with. So here we are, near the end of stage one, when I am less fussed about immaculate topology than I am finding the basic shape, although I am at least all-quads. There's still a lot of tweaking to be done to get even the main shape perfect, but I thought I'd post a fairly early stage so I can share how it changes as it develops. There's some pretty challenging panelling to be cut in everywhere, so that'll be next, after I've built the main center section and major armour plating panels. I'm trying to do alot of it with OpenSubDiv, but it remains disappointing that I still have to limit this to sections I can texture with standard projection, because it still doesn't work with UV's in R19. Hopefully I'll be taking this all the way to photo-real render, but as I'm fitting it in around other work it may take a little while... CBR
  47. 7 points
    Started a fat character a while back, never finished it as it wasn't going in the direction i wanted so i shelved it. today i decided to scrap all of it apart from the head and start over, starting with modifying the head. The model is Combination of poly by poly modelling and sculpting tools. pretty pleased so far C&C welcome.
  48. 7 points
    Hi fellow artists, let me introduce some of the plans we are planing to do in 2017, at least we are going to try. For the start, we are bringing back our Xpresso tutorial because lots of you was interested in old VP tutorials even tho we don't sell them anymore, so we decided to at least bring back Xpresso tutorials because in reality, nothing changed on that field in last few years. You can check the STORE for more info about what is included in that tutorial serious which is by far best thing Hrvoje ever done for C4D Community!! NOTE: Prices are adjusted depending on your status on the forums! I am also planing to STREAM via (probably) YouTube simply because all of you are familiar with the platform and Twitch is platform more for gaming then anything else. My plans is to stream mostly my modeling workflow, basic and complex stuff. If you guys have any suggestions about what software to use for streaming, that would great to know, I am not very familiar with it, so I will have to do some Googleing. Also, if any of you is interested to do the same thing via C4D Cafe, please let me know. If anyone wants to upload video on our You Tube channel, please feel free to contact me, Ill make sure you get all the credits for the video. For now only @westbam provided me with few nice tutorials for which we are very grateful. I also want to say big thanks to our C4D members who helping us and without them, forum wouldn't be the same. Most engaged members are : @Cerbera, @bezo and @Rectro. One big thanks has to go to @teknow and his enormous 30GB of C4D files which are more than awesome. NEW LEADERBOARD We will also try to make some cosmetic changes of the forums, maybe even migrate to another platform, simply because we dont have much options with IPS when looks of the forums comes to question. Any suggestion for 2017 is more than welcome! Stay well fellow artists and happy 3D modeling, rendering, texturing...and so on and on! Cheers, Igor
  49. 7 points
    C4D sketch & toon + a neat little program called StudioArtist 5 makes a great couple. it's basically a sketch and paint effects preset library with the option to adjust parameters of the filters. apparently it can do a lot more, but it has a horrible UI and at least to me it's logic is rather unintuitive. but you can get a variety of good looking sketch and also really sophisticated paint effects out of it.

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