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Showing content with the highest reputation since 12/22/2012 in Posts

  1. 24 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!
  2. 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!
  3. 15 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
  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
    Hi All, This is my first time at Siggraph in a long time! Last year I had just started at MAXON and it was too late to attend. I am extremely excited to be going back to Siggraph and with MAXON! It will be busy, but in between meetings I will be hanging at the stand. Please do come by and feel free to say hi. It is going to be a fun show! Cheers Dave
  7. 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
  8. 12 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!
  9. 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
  10. 11 points
    First time post on a forum but felt the need to. Happy user since R10 Studio with investment in most plug-ins for the software. (Over $20,000 NZ Dollars spent in that time.) Just a hobbyist with no income earned. (My choice). Was excited and looking forward to the "exciting / industry- changing news , and got up at 4.15 AM on a cold mid-winter morning to see that MAXON had lost its heart and soul and gone done the road of so many other corporates,only interested in money. The presentation was amateurish ..(didnt even start on time )..... and it didnt get better for those of us with a long term loyalty / commitment to C4D. Reluctantly spent $1200 renewing my MSA two weeks ago, thinking i would at least get a subscription to Cineversity. (but sadly the goalposts were shifted there as well ). The whole "big - announcement "thing has been deceitful, and has treated long term loyalty with contempt. Havent felt so deflated since Greyscale Gorilla tried to charge me again for software i had already bought and owned. Have spent two days in a daze trying to work out what it all means to me. The answer is, that any way i look at it i lose.The only winners are the lower participants on the eco-system and possibly new users ( which will only dumb down the fraternity). It has been a public -relations disaster from my point of view. Surely if you are going to take away with one hand , you give something back with the other hand to soften the blow ? It would have cost them nothing to offer Redshift at a discount to long-term loyal users. Tried hard to find something positive , as i have spent far too much time digesting all this. Have loved the journey up until a couple of days ago. Sadly MAXON has depreciated greatly in my estimation. I feel as if i have been "blind-sided" .... reluctantly, it may put me out of the game.
  11. 11 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
  12. 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
  13. 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.
  14. 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.
  15. 10 points
    just finished a new animated gif called "mind your own sh*t". i hope you'll enjoy.
  16. 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
  17. 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:
  18. 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
  19. 9 points
    I've been a MAXON / C4D customer for 19 years - and I couldn't agree more. It seems MAXON are now quite willing to penalise those with Studio MSA - who are much more likely to be locked in to the C4D ecosystem - in order to suck in new users. That's not an equitable way to treat your customers.
  20. 9 points
    I really feel empty today and i lost trust in MAXON. I work with Cinema since 2001. First in different agencies and then on my own. As a MSA and Studio customer i feel i’m no longer valuable to MAXON. I’m fine with the money i spent for Cinema Studio and all the MSA fees until R20. Fantastic Software overall and perpetual license. Now i feel totally ripped off. This is why i feel this way. First of all i paid MSA for R21, and this release is poisoned with online activation. This is not what i expected and as a customer i feel they do not deliver what i paid for. This is not real perpetual. If in the future they choose to deactivate licenses which are a little bit behind. I can do nothing against it. MAXON forces me to make a bad decision, no matter what. 1. go subscription - I spent thousands of dollars to buy Studio and MSA. If i go subscription i will loose my perpetual license. This is crazy and this won’t happen. Please MAXON fix this. This is like you take away my car and tell me it’s better for me to rent i from you. I would consider subscription if i could fall back on R20/21. - all the subscriptions are adding up really fast. If at one point you have a bad time with your business,… well you’re out of the game. 2. stay with perpetual license We will see what the upgrade prices will be and how long the offer perpetual licenses. But with online activation it is no longer real perpetual. (see above) I have to carefully think what i will do. At the moment it looks like i am forced to stay with R19/R20 as long as i can install it on MAC OSX. But i got a bad feeling it might be locked out sooner than i like. I really love C4D and i make my money with it. I was fine with studio and MSA costs. no problem at all. But you are saying you don’t force us into subscription - well then don’t! When i look at the weak features in R21 and the new subscription model i got a strong feeling that you holding back features which could have been ready for R21. Just to release these features for subscribers this fall or winter and lure us in. I hope i am wrong and i hope MAXON will listen to our feedback. This is a bad day for me personally. I am invested in C4D with plugins, libraries and first and foremost with my heart.
  21. 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/
  22. 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
  23. 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
  24. 9 points
    Time for another one I think. This time let's make a diamond-cut whiskey glass in just 23 easy steps :) CBR
  25. 9 points
    big fan of her work, so i was extra stoked when i was asked to do the character rigging for this piece... :)
  26. 8 points
    +1 A big part of what made the C4D community great was it's respect and trust for MAXON. I feel we are nothing more than a subscriber # to them now. A company that is user-focused would not implement such heavy handed policies.
  27. 8 points
    I just took a moment to slow down and look at the recently uploaded artwork that appears at the bottom of some of the Cafe pages. I wanted to give a shout out to all the artists that have posted work on this site that have such a wonderful gift! These artists set the bar at a level I can only dream of reaching someday. Your work makes me sad, happy, intrigued and sometimes question my own existence or purpose. You all wield the weapon of imagination to combat reality and demonstrate your ability to bring it to life. On top of this, many of you share your knowledge freely and that is appreciated by many, many, others. My hat's off to all of you and thank you for what you do!!!
  28. 8 points
    The other day my pc crashed with several apps open. C4D survived ok, but Photoshop had reverted to OOBE - welcome screen, load of panels I don't use etc. I tweaked PS back to how I like it and that was that. 2 days later I needed an image for C4D, so I opened PS and created a 1000px square doc, only to get an error message 'could not complete operation - disk full'. I looked in explorer and sure enough my SSD was bright red and completely full. I closed everything and ran virus check, and other stuff and the SSD went back to normal. I opened PS - disk full. This went on and on - problem kept appearing, disk full. Didn't Einstein say that repeating the same thing, expecting a different result is a sign of insanity ? On the 10th attempt, I opened PS, made a doc 1000 ... hold on 1000 INCHES ? The PS reset had set the default units to inches, and I was trying to create a doc 7,000 square feet. PS standard res is 300dpi, so pixel-wise I was out by a factor of 10^5. panic over...
  29. 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.
  30. 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
  31. 8 points
    I'll chuck in a couple from my interceptor wip
  32. 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!
  33. 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.
  34. 8 points
  35. 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
  36. 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.
  37. 7 points
    Dumb question time. Why can't Cinema 4D have a perpetual licence with annual maintenance i.e. MSA then also a monthly / annual subscription plan for those that want to rent Cinema 4D / don't want the hefty outlay of buying a perpetual licence. Don't give me any BS that it can't be done. The Foundry offers both for Modo. Everyone is then happy.
  38. 7 points
    Hi first post here Only a hobby user but joined because I want to join the discussion of the subscription bad new from MAXON. Anyway I actually have the Studio version since R16/17 with MSA. Haven't had the time to use Cinema as much as I wanted. I really don't buy the argument about people with restricted budgets now having the possibility to join Cinema because they can rent the software. First of all they could already get most of their needs covered in the more restricted versions and with a perpetual license. Second newcommers are actually allowed to put an amount aside each month and after some time they would have enough to buy a perpetual license. If you can afford a subscription you could save the money instead and buy the perpetual license afterwards. The subscription argument is only a cover up for changing thte license term to a monopolistic rental business model. where the customers are tied to paying each month forever. The subscription price can increase exponentially and even then a lot of users would not leave to start all over and learn another 3D program and loose the work they have made. This Adobe business model has the advantage for the company that the company can use a minimum effort in developing new features and in fixing bugs while they get a steady payment anyway. Instead they can increase their marketing budget to get more customers. I really can't see how this business model can be beneficial for existing or new customers.
  39. 7 points
    Just looked at the feature list - seems the subscription model and software programming to handle the licensing is what I paid for in my MSA! Yay! Someone said it feels 'snappier' when asked about improvement - that old joke isn't even funny anymore. I will be curious to see the geometry of two mesh objects when I run a boolean subtract on it. Will it still create a horrible mesh? That is the real test of these 'under the hood' improvements. I've been using this app forever and have held on expecting something amazing, usually there was at least one feature I liked every year - and a subscription service is NOT amazing to me. Maybe it is to management - and I think that's the problem, r21 is exciting for the MBAs and the people in accounting - they probably started dancing! The accountants got the features they wanted! The rest us us got code fixes in bevels! And an inability to own our software. Sorry but the feature list is pathetic. Now I own an MSA until next year and will get r21 in September (and will also get the gift of a boatload of broken plugins for my trouble - some may never work again because the developer won't update them, or is out of business or out of the game - so I will lose some capability for my trouble). I really don't want to have to learn a new app (ie MODO) as I have so much invested in C4D - but those of us who had Studio and were paying for an MSA are getting screwed hard. The car analogy is good, being told there are improvements to my car, like not owning it anymore - and that you need to have a wifi connection to start it. Accounting, management and the 3D dabbler have a win! The dabbler can now make AMAZING 3D text - just spellbinding 3D text. And I can make an intricate picture frame! Plus there are some features that allow you to make amazing spinning field patterns (stuff that no client will ever pay for) just what the masturbatory dabbler has been dreaming of. What a grand day for C4D.
  40. 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!
  41. 7 points
    Hi folks :) https://www.maxon.net/en/products/new-in-release-20/overview/ Here is a full feature list Cinema 4D Release 20 Complete Feature List General Faster Picture Viewer playback Speed and memory optimizations Installer Command Line Interface (CLI) mode Exchange SketchUp Update to SketchUp 2018 SDK Null objects with only one child polygon object now create one combined object instead Alembic Update to Alembic 1.7.7 SDK Performance improvements by caching matrices Users can now bake selected objects to Alembic New animation retiming controls Set Frame (for manual animation control via keyframes) Offset Animation Playback modes (Play, Loop, Ping Pong) Speed setting Time Remap Curve Interface FBX Update to FBX 2018.1.1 Support for instances Axis preferences: Flip Z Axis Up Axis (Default, X, Y, Z) New CAD imports (CATIA V5, JT, Solidworks, STEP, IGES) Houdini upgrade to 16.5.536 AI importer: Illustrator splines now load in at the correct scale Modeling Enhanced modeling kernel Several commands migrated to the new modeling kernel provide much better preservation of surface attributes (UV, etc.) Delete Components command with much faster performance and better behavior (e.g., deleting disconnected points) Triangulate command Triangulate N-gons Re-Triangulate N-gons Remove N-gons Align Normals Reverse Normals Several tools migrated to the new modeling kernel Extrude Polygon Extrude Inner Matrix Extrude Primitives now use the new modeling kernel Sphere (Icosahedron, Octahedron mode), Platonic and Pyramid primitives now generate non-overlapping UV coordinates An option is available to convert legacy primitives from old scenes to use the new behavior The Structure Manager now automatically switches the Component mode (Points, Polygons, ...) to the mode selected in the Structure Manager Custom Data tag A new API allows 3rd-party developers to create custom Data tags, which store surface attributes and can also provide interpolations functions. Commands and tools using the new modeling kernel will respect these surface attributes and use the interpolation functions provided OpenVDB Volume Builder Generator Converts a polygon object, spline object, particle object or a Field into a Volume object Can create Signed Distance Fields and Fog volumes Several parameters of the resulting Volume object can be controlled (e.g., Voxel Size) Filter Objects Smooth Filter / Smooth Layer Different Filter Types Signed Distance Field: Gaussian, Mean, Median, Mean Curvature, Lablacian Filter Fog: Gaussian, Mean, Median Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5 Reshape Filter / Reshape Layer Different Filter Types Signed Distance Field: Dilate / Erode, Close / Open Fog: Offset, Range Map, Curve Different Filter Accuracy settings for Signed Distance Fields: First Bias, Second Bias, Third Bias, WENO 5, HJWENO 5 Objects and Filters can be layered using different mix modes Signed Distance Fields (Union, Substract, Intersect) Fog (Normal, Max, Min, Add, Subtract, Multiply, Divide) Volume objects can be referenced as a Field Layer Volume Mesher Generator Generate a polygon object from a Volume object User can control the Voxel Range Threshold or the Surface Threshold Meshing can be adaptive Import / Export .vdb Volume objects can be imported and exported from and to the industry standard .vdb file format. Volume Loader object References and loads volume files and volume file sequences Volume Mesh command: Remeshes and combines polygon objects using a volume-based approach. Rendering ProRender ProRender now supports: Subsurface Scattering Linear & Angular Motion Blur Sub-frame Motion Blur Out of Core Texture streaming to render textures that exceed the total GPU memory Multi Instances Texture Selection tags on instances MoGraph Color shader Physical Sky Compositing passes Direct Illumination Indirect Illumination Emission Environment World Coordinate Texture Coordinate Geometry Normal Shading Normal Depth Object ID Object Group ID Material ID Anti-Aliasing can be enabled for World Coordinate Texture Coordinate Geometry Normal Shading Normal Depth Object ID Material ID Object Group ID Shadow Catcher 2D Noises: users now can use all 2D noises except 'sparse convolution' in the legacy base shader. New Seed setting: users can now specify a seed that is used for rendering. Ray Depth can now be restricted (Diffuse, Glossy Reflection, Refraction, Glossy Refraction) Shadow Ray Depth can now be set Support for Metal 2 Compiling kernels on demand, shaders that introduce a big chunk of GPU kernel code will not be included in the initial kernel compilation. The kernel compilation is triggered when such a shader is added. Scenes are now cached when animations are rendered to the Picture Viewer. New Reload Scene per Frame option to enforce R19 behavior General performance enhancements Physical Renderer Improved progressive rendering performance Materials General Immediate low-resolution baking for Viewport Improved shader / material baking for the Viewport Updated Material previews Updated scene setup Several new scenes MoGraph Beat Shader now accepts float values for BPM New node-based materials Over 140 nodes available Projection nodes can be visualized in the Viewport Node networks can be turned into material assets Node based Materials can be edited in the Node Editor, Material Editor and Attributes Manager New Node Editor based on new UI framework Attributes Area, displaying the parameters of the selected nodes A specialized version of the Attribute Manager New connector element showing dependencies within the shading/rendering context The Connector context menu allows to: Connect Nodes Textures Load Textures Replace Nodes Insert Converters Copy Paste (Link) Paste (Duplicate) Remove Mute Ports Propagate Ports Basic tab Name Asset Version dropdown shows the different versions of a node (if available) Custom Node color Inputs tab The input attributes of the selected node Nodes can have a dynamic number of inputs (e.g., the gradient can have a variable number of Knots) The command Show Sub-channels can switch the layout to also show sub-channels of a parameter (e.g., Color.R, Color.G, Color.B, Color.A for "Color") Context tab Enables users to replace the context of many Nodes, e.g., to change the UV mapping for this node. Asset area Lists all available assets provided by MAXON or stored by the user The asset list can be filtered by name and keywords A keyword filter can set certain parameters in a node (e.g., a search for "Buya" will show a Basic Noise Node with Buya set as the Noise type) Context menu Create New category Create Node Import Assets Create New Database Mount Database (Folder / Zip File) Unmount Database Export Database Nodes area lists all the Nodes in the current setup The Nodes list can be filtered Nodes can be cut, copied, pasted, deleted and duplicated Info area, displaying information about the selected Node / asset / Wire (name, version, warnings, ...) Nodes commander, allows the user to search for assets by name and keyword Node view Nodes Header (displays the title, preview and node state toggle) Can be colored to give users a way to organized their Node networks Naming of the Node can be changed Body (includes in- / out-port groups, port bars, port slots and port names) The body can display all ports, no ports or only the connected ports Nodes can have two major states (full and collapsed) Nodes can be displayed in vertical or horizontal layout Ports Node ports can have different states (unconnected, connected, propagated, converted, group ports, error) Node ports are color coded to make it easy to differentiate between different types of ports. Ports can be renamed Wires Several ways to connect a Wire to a port: Connect a Wire straight to a port Release a Wire on the port name Release a Wire on the group port name. A pop-up will appear with compatible ports of the group the Wire can connect to Release a Wire inside the empty area of the Node. Again a pop-up with all compatible ports will appear Wires can be displayed as Linear or Bezier curves Wires can be muted (displayed as a dotted line) Special Nodes Start Node: the Node's attributes will be displayed in the Material Editor and the Attribute Manager when the Node material is selected Solo Node: allows the system to use the data from this Node to be displayed in the Viewport and previews Group Node: a Node that contains a nodal network Asset Node: Group Nodes can be converted into Assets Users can use different techniques to navigate the Node View, including touch gestures. Navigator mini map shows an overview of the complete Node network, can be used to quickly navigate the Node network Group bars on the left and right sides of the Node View can be used to propagate the ports to the outside of the group. Nodes can snap to the grid when moved Toolbar shows: Breadcrumb display of the path to the currently edited Node Filter Field Uber Material Material Asset, build with the new Node system Three reflection channels Diffuse Channel: renders diffuse reflections Reflection Channel with three reflection modes Artistic - blends between two user defined colors Dielectric - for dielectric reflections, such as plastic Conductor - for conductors, e.g., metals Coating channel, a simplified dielectric reflection layer to render effects such as a clear coat Emission layer for emissive effects such as luminous materials Transparency for refractive materials such as glass Opacity to control the material’s opacity Bump to control global bump mapping Normal to control global bump mapping Displacement to control the displacement of the material New Node materials Car Paint Ceramic Concrete Cutout Emission Gold Granite Marble Metal Plastic Rock Wood Material Manager New commands in the Create menu New Uber Material New Node Material Node materials (displays all materials in the asset repository folder) Can now open the Node Editor Workflow/UI Compositing tag now has a ProRender tab Shadow Catcher Alpha Light Portal Object Group ID Multi Instances New Instances integrated in the Cloner object, Instance object and supported by all internal Render Engines Multi Instances are stored as one object internal, resulting in higher performance and less allocated memory Supports different render modes in the Viewport (Off, Points, Matrix, Bounding Box, Object) Supports the Color shader and MoGraph colors Project Settings Use Color Channel for Node Material"´ setting New Console Categories provide more overview Python console can now completely replace functionality of the Command Line Output can be written to files Drastically improved performance New gradient Updated interface Gradient color bar can be displayed in 3 different sizes (small, medium, large) Selected knots now have an orange outline If more than one Knot is selected, selection handles appear. The allow to move all selected Knots at the same time to to scale the range New Double Selected Knots and Distribute Selected Knots command in the Context menu New Interpolation mode Blend Interpolation can now be set per Knot Intensity renamed to Brightness (only available in the Legacy gradient) New options if gradient is used in User Data"´ (COLOR, ALPHA, NOEDITCOLOR, NOPRESET,NOINTERPOLATION, NOKNOTPOSITION, NOBIASPOSITION, NOBRIGHTNESS) New Gradient Node Can display textures and shaders in the gradient color bar Can display alpha Color Chooser is extended with an Alpha slider Blending Space can be set to Linear or sRGB Knot symbol changes: if this Knot is driven by a Node input Enhanced Color Chooser Color Chooser now can store alpha values in swatches Color Picker now is always available when the Color Chooser is collapsed Color Chip context menu now offers option to enable/disable Alpha (where applicable) and to copy & paste a color The Color Chooser in the unfolded state is now responsive to the size of the manager it displays In the Color Wheel mode it is possible to click on the number on the right side to define the amount of color samples directly The Hex mode now can be enabled directly in the Color Chooser Interface Linear Numeric Values switch allows to display the color sliders linearly in the nodes interface Alpha slider in the nodes interface Texture Manager Channel column is renamed to Material Path, also supports node-based materials and displays the path within the material Edit menu now contains commands formerly only available in the context menu (Show File in Explorer/Finder, ...) New Open File in Manager behavior - a new command and Show in Attribute Manager now displays the attributes of the bitmap shader / Image Node. Open Material in Manager is now exposed as a command. Preview shows resolution and bit depth now and small images are centered Attribute Manager was adapted to the Nodes' workflow New Connector interface to handle node connections Preferences Interface: new dropdown menu Field Remapping Graph (Hide, Show, Hide in Field lists) Input devices: new setting to enable touch devices Files / Path: new Fields lists for file assets and database search paths Plug-ins: new Field list for plug-in search paths Units / default sets: new Alpha mode and Hexadecimal mode check boxes New group Gradient Size drop-down menu (Small, Medium, Large) Selection handles check box New group Alpha Grid Color drop-down menu (Light, Medium, Dark) Renderer / ProRender: new group Out of Core Cache Custom Location check box Location path Material (previously Material Preview) New group Node-based Materials Node Preview Size drop-down menu (Small, Medium, Large, Huge) 3D Preview Scene drop-down menu Node Previews check box Preview HUD check box Modeling/Sculpting (previously Sculpting): New group Modeling Disconnected Points on Delete drop-down menu (Remove (press Shift to preserve), Preserve (press Shift to remove)) Import/Export: Settings for new CAD formats: CATIA (*.CATPart, *.CATProduct, *.cgr) Import settings IGES (*.igs,*.iges) Import JT (*.jt) Import Solidworks (*.SLDPrt,*.SLDAsm,*.SLDDrw) Import STEP (*.stp,*.step,*.p21) Import Settings include: Settings to enable/disable the import of geometry, splines, instances, helper and hidden objects Settings how to import Normals, display colors, layers and materials Combine by None, Original Bodies, By Topology, By Color or By Layer Heal and Stitch Optimize Hierarchy Setting to import Source Mesh Settings to import LOD with JT Settings to influence the tessellation, also scale-based tesselation FBX (*.fbx) Export General: new Instances check box Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis) FBX (*.fbx) Import General: new Instances check box Additional: new Flip Z Axis check box and new Up Axis drop-down menu (Y Axis (default), X Axis, Z Axis) Volume (*.vdb) Export Scale input field Animation check box Name drop-down menu From and To input fields Selected Only check box Volume (*.vdb) Import Volume Grids list field Scale input field Animation check box Name drop-down menu From and To input fields Group Objects check box Import to Project Location check box Assets Node-based materials and Node networks can be stored as Assets Save Assets dialog Name: name of the Asset Version tag: the version number of the Asset ID: Asset ID Database: the database the Asset will be stored in Category: Asset Category (Color, Context, Conversion, Generator, Info, Material, Math, Shape, String, Surface, Uncategorized, Utility, New Category) General Send to PictureViewer now supports all Viewport renderings (also OpenGL) Camera 2D mode for the Viewport New Export Selected Object as ... menu entry in the Object Manager The Compositing Project File for Nuke now supports Alembic New Viewport display modes for the Texture tag (Simple, Grid, Solid) Improved UVs for Sphere (some types), Pyramid and Platonic New Bake as Alembic and Bakes as Alembic + Delete commands New command Save as Default Scene Updated Visualize layout New Multi-Passes Direct Diffuse Indirect Diffuse Direct Specular Indirect Specular Texture mode now works as the former Texture Axis mode. Texture Axis mode isn't available anymore. MoGraph MoGraph Fields MoGraph Fields replace falloffs in all areas where formerly Falloffs were used Field Objects are Objects in the scene and can be freely placed and animated Some Fields can have Sub-Fields, modifying one of their special parameters Fields can write values into certain maps (Vertex Maps, Vertex Colors, Point/Edge/Polygon selections, MoGraph selections, MoGraph Weights) Old falloffs are loaded as legacy falloffs, can be converted to Fields MoGraph Fields UI allows for layering of Fields Different Blend modes available (Normal, Min, Subtract, Multiply, Overlay, Max, Add, Screen, Clip) Opacity slider Value, direction (for certain Effectors) and color modification of each layer can ben enabled/disabled New Field Objects (Box, Capsule, Cone, Cylinder, Linear, Spherical, Torus, Formula, Python, Radial, Random, Shader, Sound, Group) New Modifier Layers (Clamp, Color Filter, Colorizer, Curve, Decay, Delay, Formula, Freeze, Invert, Noise Remap, Python, Quantize, Rangemap, Remap) New Field Layers (MoGraph Object, Particle Object, Point Object, Solid, Spline Object, Step, Time, Variable Tag, Volume Object) Fields Interface Blending tab: here are the Blending options that are also found in the Field Layer interface. Field tab: here are the field-specific parameters of the object Optional sub-fields tab: this tab offers a Field Layer UI for the sub-fields Remapping tab: this tab holds the integrated remapping parameters of the Field value. Color Remapping tab: this tab holds integrated remapping options for the Field color Direction tab: this tab holds integrated remapping options for Field direction Optional View Settings tab: this tab holds the Viewport settings for the Field Field object interface Same as Fields Interface, minus the Blending tab, plus Direction tab Direction tab: Direction Mode drop-down menu (No Remap, Custom Direction, Attenuate by Strength) and Normalize Direction check box MoGraph Cloner object now supports Multi-Instances Motion Tracking Updated Motion Tracker layout Simplified workflow to create a Motion Tracker object and to load the footage Show dope sheet style data representation for selected track in the Graph Mode of Graph View. The tracking direction can now be defined per keyframe Tracks can now be frozen, to prevent them from being changed by other edits Newauto re-keying options automatically inserts a key whenever the 2D error reaches a certain threshold to improve tracking for tracks where the size or orientation of the surface changes significantly New 2D Tracks editor mode User Tracks list Selected tracks are highlighted in the Cinema 4D standard way Individual tracks can be renamed directly within the GUI Full set of standard selection interactions supported Ability for user to re-order tracks Multiple column data display to show the main track settings Support for folders Cursor navigation Ability to delete track(s) using the Delete key Pop up context menu with relevant controls. Tracking direction indication in Graph View Multi-selection and editing of mask vertices is now supported New dockable Track Window that shows the zoomed view of a 2D Track SDK C++ New MAXON API Project tool to generate project files for different operating systems support (optional) style and syntax checks Python Integrated Python updated to version 2.7.14, including updated OpenSSL module Script Manager: Python scripts can now also set the menu state, as it was possible in previous versions with C.O.F.F.E.E. scripts Improved developer workflow due to better integration into external IDEs, including code auto completion First exposure of MAXON API in Python
  42. 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
  43. 7 points
    Can't say anything about the release, but here at Cafe we are preparing for large increase in memberships;)
  44. 7 points
    Hi folks Here are some news which may be interesting to you: I would like to announce that first incarnation of new C4D Cafe training line is done. In few days we plan to release "Introduction to R19 Fracturing". As a way of saying thank you to our former TD Master section subscribers (which is now available as standalone training in the store) we will offer a permanent discount on new training line. Fracturing training is the first in line and with R20 release you can expect massive increase in training content. New tutorials will be download only and available via Cafe store. Additionally, we will also offer an ability to purchase in cryptocurrencies but that will not be an automated process, so for that option please contact us. Prior to R20 release we will undergo a big logistics upgrade and increase bandwidth and storage capacities, so there is a possibility of downtime during August (most likely). We will ensure that you have nice and smooth Cafe experience as usual Cheers
  45. 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
  46. 7 points
    due to ongoing requests i bit the bullet and recorded a tutorial on toon shading yesterday. sorry for the bad audio, while the speakers of my macbook are awesome, the microphone apparently kinda sucks. i need to get an audio interface. and a couple of adapters probably ;)
  47. 7 points
    Weh hey :) OK then - I'll start off with some embarrassingly lo-res renders of my Tie Fighter from the original trilogy. Not a patch on @VECTOR's impending Tie Interceptor, but we all had to start somewhere :) Here's bit of wing detail on those.. CBR
  48. 7 points
    Congratulations to the Cafe for continuing to be a great resource to the C4D community. This place owes its reputation to those selfless individuals who supported it in the past (3D-Kiwi, 3D-Crew..remember him?) and the present (Igor, HSrdelic, Cerbera, Vector, Rectro, ABMotion, bezo, everfresh, westbam, et. al). My hopes for 2018? 1) That Igor overcomes whatever health issues he is facing. Very sorry to hear that you are hitting a rough patch right now and I hope you come through it with flying colors. Until then, my prayers are with you and your family (especially that cute daughter of yours in your avatar. I grew up while my mother was fighting cancer, so I have some idea of what she may be going through). 2) Long lost friends return to the forum and/or C4D. Yes....Nigel...I hope you come back to C4D as your tutorials were always appreciated. Also would like to see Srek return as I always appreciated his frank and honest insights into MAXON. 3) R20 hits better than 50% of our expectations over what we feel is going to be "the big one". While you may think 50% is a bit low, I personally think our expectations are too high for a company that places stability, brilliant implementation and software quality as a top priority. Slow and steady wins the race for me at least. 4) 3D Quakers releases the next version of Forester. They had made some statements 9 months ago about the new release late in 2017, so lets hope we hear something soon. If you look at their home page gallery, they have this terrain with the hills spelling out "Merry Christmas with Forestor" so this could give you some idea of what is cooking for V2. 5) MAXON Labs gets some love. Great start but would love to see more of what MAXON plays around with in their spare time (assuming that they have some spare time). 6) I find more time to learn and grow with C4D. Unfortunately, C4D is a hobby and I have family, friends, dog, house, and a day job which always takes priority. My goal for this year is to focus back on modeling (I started with modeling but have since focused on lighting, texturing, and animation and in the interim the modeling tools kept growing past my capabilities). My hope is to get back to "stream of conscious modeling" where you think more about "what" you want to do rather than "how" to do it. In short, the polygons just flow from your mouse almost unconsciously. I wonder if I can get there with booleans and triangles? NOT! My New Years Resolutions for 2018? Write shorter posts. Happy New Year everyone! Dave
  49. 7 points
    Hey Cafe It seems that MAXON, whose Quick Tips videos used to be about the limit of what they did tutorial-wise (apart from Cineversity of course) have upped their game recently, and have just dropped the first 2 parts of what will be a massive 16 hour multi-part tutorial on building a space colony environment by Adam Benton. It's very thorough, and covers everything from initial sketches and planning through to render settings and post work. This will be most helpful for beginners and intermediate users to show them a complete project process I'd imagine, but also worth the more advanced of us giving it a look as it's quite an interesting project aside from any skills development. So just linking that for whoever hasn't seen it yet. Here's the first part - the 2nd part links on from that. Hopefully they'll be some more of these - and thanks MAXON for doing this one ! CBR



About Us

C4D Cafe is the largest Cinema 4D community. We provide facilities for discussion, showcasing and learning our favourite software.
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, watch tutorials directly from our video gallery,  get your own private messenger, post and upload images, manage your profile and much more. If you need to find solution to your problem or otherwise ask for help, C4D Cafe is the right place to be for learning 3D.  :cowboypistol:

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