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  1. 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
  2. 9 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!
  3. 4 points
    Just checking everyone has seen this, a brilliantly comprehensive guide to the entire photogrammetry workflow in Cinema from C4D Grandmaesters Chris Schmidt and Aaron Coverett. Includes a properly genius technique for transferring the UVs and textures of a horrendous model onto a really good one ! https://youtu.be/VRfytVKkNQw Then feel free to pop over to Patreon, and help pay Chris's doubtless massive electricity bills in gratitude for this, and his regular Wednesday wisdom Rocket lasso live streams, which continue to be similarly excellent ! :) CBR
  4. 3 points
    Hi folks :) As many of you already know, Cafe has a Youtube channel with large video collection of tutorials. Please post your tutorial requests into this topic, all ideas are welcome. To increase the likelihood of your proposition being accepted and turned into tutorial, try to be as precise as possible and look for subjects that would benefit wide variety of user. This of course doesn't mean you shouldn't suggest something that is based on your individual needs. Thanks!
  5. 3 points
    Hey, guys! Just sharing a personal project I've been working on. Rendered in Redshift.
  6. 3 points
    Hello guys! My pretty useful free ArcSplineRig XPresso preset was updated and now supports Cinema 4D R20, works faster and do not contains any python or coffee nodes! Check it out here, hope you like it! https://mikeudin.net/product-category/free/
  7. 3 points
    I would like to see a series of best practice workflow guides on modelling small objects, with attention paid to solving ngons. I still get stuck on the simplest of flows and I never know where I should be solving things, or the best place to start modelling. It would be great to have a series of videos where you model each of the small parts of something, like a robot arm or something like that, and then since you have perfect workflow, people watching the videos will pick things up that are not the 'purpose' of the video, just little workflow tips and solutions to modelling problems. For instance this arm - I can think of a couple of ways of making the claw, but which one is best and wont have me solving ngon lines for four hours in the middle of the night? Do I Boole them out and then try and fix them? Do I start with three circle polygons and connect them? That base object, should I just intersect some different objects and hope for the best or is there a way of using SDS for this? Should I use the volume builder? I know this is above and beyond the scope of the topic, but if you dont ask you dont get! Also, the videos needn't be the high polish of the VP days, I think I would learn a lot from just a screen recording of an expert user making such objects, even with any mistakes left in. Thanks
  8. 3 points
    I think this does it. I used clamp and iteration rod6.c4d
  9. 2 points
    Look how many edges the circle one has, and then how many edges your square text has. There's the difference. Your 'square text' splines need more intermediate points, and then you can drop the size of the regular grid quads in the Caps section of the Extrude to roughly match the points along the splines, which will give you a result somewhat like your circle above, which might be passable (though not exactly great either) for making balloon text. However, I am going to question the suitability of this text / font / shape for balloon text in the first place - that technique is much more suited to big, round forms, not thin angular text characters. You don't say what the client wants exactly, but I would suggest looking at other options for this, including modelling it with nice rounded edges in the first place, or using something like a smoothing deformer to give nicer rounded results than a cloth sim will. But, assuming you are absolutely sure that balloon text is the way forward, what would be the better way to go here ? Let's look at the shape you have, and see what poly primitives would be a good starting point. Experience tells me that in this case we need a simple plane object for the square bits, and a simple disc for the round bits, the former of which we will give enough segments out of the gate that we can simply delete polys we don't need to get the result above but with perfect quads everywhere. 1. Get a reference image into Cinema so you can see what you're aiming for, then line up a plane over it like so... Note I have chosen 42 x 15 segments there, which lines up with the reference, and will give us a character 3 polys wide or deep. 2. Now make that editable, Poly Mode, and select the polys we want to keep, U,I to invert that section, and delete the ones we want to throw away, giving us this... 3. Now we can add an 8 segment disc object to the scene, give it an inner radius to start that bit off... 4. Now we can make that editable, Close poly Hole to fill in the middle bit, then make 2 cuts with the Line Cut Tool as above to get us perfect quads. Then you can optionally COaD that to the plane to get a single object. So now we have the perfect kind of polygons for any subsequent modelling operations. 5. But we need more polys than this for balloon text, so now we can go to Poly Mode, select all of them, and r-click / find Subdivide Command, click the options cog next to it, set smooth subdivision, and level 2, which will get us this... Now we have smooth rounded edges to our text (better for ballooning), and no triangles anywhere, and utterly even poly distribution. 6. Now we can extrude that (with caps) via the Extrude Tool in Poly mode (not the object). Your tutorial might tell you that you only need 1 extrusion segment, but if it does that is not necessarily trustworthy advice. You want more like 2-4 for nice balloon results... you'd only use 1 segment here if you wanted horribly sharp seams. Here I have selected the polys I will be defining as cloth seams in the next step... I did that by using Phong Break Selection to grab the front and back faces all at once, then inverted that selection to get the rims. 7. Once the cloth tag is applied, and those polys are defined as the seam, then you can run the dresser and see what happens. I recommend starting with a seam value of 1 cm. If it goes mental that just means your seam distance was wrong, and you can undo, try another value, and do the dresser again until it's more like what you want. When happy, delete the cloth tag, and you're pretty much done. I've put this under a Subdivision Surface Object now, (but only L1), and for all our effort it looks... OK. But now we're back to the original question - was this model suitable for ballooning, or was there a nicer way ? Let's see... If you just didn't apply the cloth dresser (or indeed a cloth tag at all !) you could add a smoothing deformer under our high poly model to round out the text in a different, and arguably nicer way, like so... You could also have stopped at the low poly version we started with, and tried soft body dynamics with some inflation, which would have given another type of rounding again. But I rather think the preferable solution was the one we gave you in your first thread about this the other day... Anyway, hope that helps CBR
  10. 2 points
    If a dynamic object is stationary (and not subject to any force) for about 2 seconds, the dynamics switches off. This may be what is happening in your scene. You can over-ride this by setting linear and angular velocity threshold to zero. The default setting of 10 is the value the object must be less than for the effect to happen. I first encountered this with dynamic cars that refused to move after 'waiting' at a junction.
  11. 2 points
    @Cerbera @natevplas Thanks to both of you for trying to help! I really appreciate it! Cerbera, if you hadn't moved this over to a different section natevplas may not have seen it. And, natevplas, if you hadn't asked to see the file, I likely wouldn't have seen the problem (at least not for a while longer I'm sure - I've been scratching my head over this one for a couple of days at least!) SO - the problem - so stupid - I had a left an extra copy of the shoe model inside the fracture. I usually make copies of stuff before messing around and changing things up too much - turning off the visibility keeps them out of the way - BUT, apparently fracture sees the things inside it even if they're not visible. If you're having weird problems with fracture (like even the mats rendering out oddly), double-check to make sure you haven't left anything extra inside it. P.S. If you're interested - the shoe model is by M aciek PtaszynskiI, and you can get it from here - https://www.behance.net/gallery/6410899/Nike-Air-Max-1-Premium
  12. 2 points
    Also try cloning some lights and adding effectors. Depending on what exactly you are after, things may be quite simple to achieve...
  13. 2 points
    most welcome :D Off to bed for the night but this i'll be the model coming in the next few days :D
  14. 2 points
    If you know Python, you can generate interesting patterns. In this file I rotate four mats to give a moving light effect disco.c4d
  15. 2 points
    You have three basic options. 1. Always work with absolute paths. This will either only work on that specific computer, or you have to use a NAS/Fileserver for all external assets and use network paths. 2. Only use filenames. In this case the assets have to be in one of the possible search paths. By default those are the project folder and the tex folder within the project folder. In the prefs you can define any number of additonal paths that should be searched for assets. The drawback here is that you either have to use unique names for each and every assets within the search paths, or you have to make sure that the search order of paths is taken into account (prefs paths come after project paths). 3. Put the assets into the content browser databases and reference from there instead as own files.
  16. 2 points
    Hi and to the Cafe Would be easier if you posted a scene file, however you can always use spline tangent data for orientation. Check this example :) tangent.c4d
  17. 2 points
    As well as checking for Closed Splines, you need to turn off Parallel movement in the Sweep. CBR
  18. 2 points
    This isn't going to be the proper way to model this part if you're looking for what Cerbera did, but I'm guessing the problem here is you need to check "Close Spline" in your Spline settings. Follow Cerbera's instructions and poly model these problem areas. Chop up your original spline into chunks and use Sweeps where they work, poly model where they don't work. Then combine with a Connect object or make your Sweeps editable and connect them up with the Bridge tool or Stitch and Sew.
  19. 2 points
    Ok, here's how we can make that split junction I highlighted red in the post above, and while we're at it, the circular bit above that... This is one of those situations where a boole can come in quite handy, and as long as we take the 30 seconds required to clear up after it, this is a perfectly legitimate use for one. 1. I started by making 2 sweeps, (along the lines Nate originally suggested), using carefully aligned path splines, and 8 segment n-side profiles (interpolation Linear) 2. Caps were turned on initially in both sweeps, so we have solid volumes to use with the boole we can place both sweeps within, set to Union Mode, with all option boxes ticked. 3. Now we can make the Boole editable, which, if we set our options right, will give us a single mesh when we do so. First order of the day is to weld all the coincident and near-coincident points, which I like to do manually so I choose which point they weld to. Now we can go on to adding the 3 knife cuts (Line Cut, visible only off, orthographic view) that will make this quads... A quick side note about these cuts, which you'll see are straight in my example, rather than following the flow of the intersecting branch, which would be technically more correct if those loops were to function strictly as controls. But by making them straight, we blur their functionality between control loops, and simple linear breaks, and we get a softer, arguably more pleasing result from doing so. My point is that this is a creative choice so you do what looks best for each case. 4. Back to the plot ... now we have quads, it will play nicely under an L3 subdivision surface, giving us an attractive, artefact-free divergent split (despite the 6 point poles). We can also delete the caps at this point, so we have a section suitable for joining to others via Stitch n Sew... In the rightmost image, here's some suggested topo for your remaining circular bit, made in almost exactly the same way, but from a cylinder and a (rotated 22.5 degrees) torus in my initial boole... So, with the 2 techniques above you can make each section of the spline you need then simply combine them all together to get your completed 3D model. The last step would be to stitch half-spheres onto each end, which will give the impression that the whole thing could have been a stretched capsule. Think I showed you that in a previous topic. Hope that helps CBR
  20. 2 points
    This is with an n-Side radius of 2cm. I like to use an n-Side instead of a circle because it's so easy to control the number of subdivisions, but you can use almost any shape you like.
  21. 1 point
    Thank you for the feedback I have taken it on board and made some adjustments I found 2 Tri's in the model that slipped through the net I think they have all gone now. Thanks, Charlie
  22. 1 point
  23. 1 point
    Hi C4D Cafe I'm new to the Cafe, and C4D and currently working through modelling tutorials. I'm using demo version R20 and have found an anomaly when trying to 'extrude selected' polygons along a symmetry edge. I have both the 'clamp polygons on axis' and 'delete polygons on axis' boxes ticked, but I keep generating a dividing polygon along the symmetry edge. I can delete the unwanted polygon when using right angles, but it's causing me an issue when the symmetry line is on a curved edge. Attached is a screenshot where I have selected the edge of the unwanted polygon. Any help would be much appreciated, I've given today to trying to find a solution but have come up short. Thank you
  24. 1 point
    This is too damn funny. HiFly must be my cosmic twin. I was going through the exact same same tutorial yesterday and having the EXACT SAME PROBLEM. I kept wondering what modeling step I was doing wrong and then I finally rewound the video to see that the instructor had different settings with the symmetry object. Once that was changed it worked perfectly. Toby Pittman and Making it Look Great training is...awesome! Cerbera + Toby Pittman =learning heaven.
  25. 1 point
    OK, well, you are doing everything right there, and I can confirm that errors every time, so looks like you have discovered a new bug in R20.59 ! Bizarrely, it works fine until you release the mouse button, at which point the new broken surfaces appear. That is not a trivial problem, so I will report that via the normal channels, and to @Igor directly. In the meantime there is a work-around. Do a zero-extrude, then use Normal Move to get the polys where you need them instead... PS - you have 2 stray points at the base of your model. Points mode, Select All and Optimize to fix those. CBR
  26. 1 point
    Connect and Delete only makes the objects one mesh - it doesn't also connect all the points - you have to do that either via optimize, welding, or stitch'n'sew. But far better to have made all that character out of 1 mesh like I did so that these steps would be not needed... Also the topology of your disc is highly suspect at the moment - those are not even squares are they ? CBR
  27. 1 point
    No pics attached so far... but when you do add them, could you also please upload your project (.c4d) file. Thx. CBR
  28. 1 point
    Splines can be used in great ways (loft, extrudes, sweeps etc) but you really need to know what you are doing to anticipate the resulting topology. Try as much as you can to stick to primitives and poly modeling, especially if you are not an advanced user.
  29. 1 point
    Very nice work. Larry and Bruce in particular must be very pleased with their topology :) CBR
  30. 1 point
    Great! That's a nice model to work with, and your materials are looking sweet.
  31. 1 point
    oh my! this is gonna take like 2 months for me to digest as i move forward! I definitely agree, looking at the 3Ds it's clear that most of the shapes used were basic, and the difficult parts are the hair and chest.. I am experimenting with this and so far i've done Sweep on the facial features with n-side, the upper hair part clearly doesn't work like that so i have to refer to your post. It might take me some time to get around this but thanks Cerbera!
  32. 1 point
    Other than the fact that the models are visually based on the 2D versions, they have nothing in common after that. So don't use splines in this at all, from Illustrator or anywhere else ! Just load your 2D picture in as reference, and begin modelling your character using the normal polygon tools. Nearly every form in those models is best started with a simple primitive I would have thought... The most interesting / challenging bits of this are the hair and torso / bust sections. I would make these from incredibly low poly boxes initially, which I would then combine into the general forms, and immediately smooth subdivide, which will give me those sort of shapes very fast, and they can then be quickly altered / perfected via the sculpt brushes (no sculpt tag necessary). For the hair pieces, these look something like metaballed spheres, so that might be something to start with for those bits, although the volume builder would probably give a nicer (if denser) result, topology-wise. Personally I would build a guide cage with metaballs, then build brand new ultra-efficient topology directly over the top of it using the HB Modelling bundle's excellent retopo setup, but that is only necessary if you will be subsequently animating / deforming the model. CBR
  33. 1 point
    No, the max fileformat can realy only be read by 3D Studio Max. Maybe ask nicely on a max forum for someone to convert the max file to FBX.
  34. 1 point
    There's got to be a better way, but here's what I got to work: Make a Cloner, set to Object mode, and drop in your Emitter (with no geometry, just particles) Put a cube or some geometry in your Cloner (ideally your particles need geometry? use that) Now got to File > Export > FBX. Here are the settings I used: Import the FBX file back into Cinema and you should see all your particles animating as separate meshes Now go to the timeline and select all the keyframes Zoom way out and grab the left handle and drag it to the right, past the end of the timeline by as many frames as it is long Drag them back to the start and you should have reversed all the particles!
  35. 1 point
    import c4d from c4d import gui #Welcome to the world of Python def main(): doc.Flush() if __name__=='__main__': main() @Hrvoje but this empties the document. The script that he included basically deletes the UNDO memory buffer. import c4d from c4d import gui #Welcome to the world of Python def main(): doc.FlushUndoBuffer() if __name__=='__main__': main() @Duca here is the python version of your old script.
  36. 1 point
    https://developers.maxon.net/docs/Cinema4DPythonSDK/html/modules/c4d.documents/BaseDocument/index.html#BaseDocument.Flush
  37. 1 point
    How were the laces made, and how is that material applied to that object ? I suspect it will need to be nailed down into UV's before it can work with Fracture. CBR
  38. 1 point
    Moved to correct section (scripting etc). Coffee is deprecated in R20, so don't think we can make that script work without converting it to Python. CBR
  39. 1 point
    Thank you !! It is working now
  40. 1 point
    Now you're REALLY confusing me - the Sculpt Knife tool can't alter polycount or add new loops at all - it just creases / alters the topo that is already there. Trying to think what else you could mean... CBR
  41. 1 point
    No, if it's no longer in a symmetry object, that won't work, and I am going to venture never has ! I'd be very interested to see a demo of that working in R18... Once an object loses its symmetry, how can the knife tool, which has no memory of the history of an object know what the other side is ? But you should be able to tick 'reuse cuts' to be able to do an identical cut on the other side manually... CBR
  42. 1 point
    Thanks a lot guys! =) @natevplas: Sketch&Toon? Ha, no thank you! =D Never fancied that, way to tricky and complicated for me! @CApruzzese: Thanks! I saw this trick on a video of @Neil Stubbings: using spheres, connector and hair. Did cost some time to get it right, but works pretty good.
  43. 1 point
    I am using modulo on scene time. The remainder of division is used as trigger to enable/disable MoText visibility :)
  44. 1 point
    I would love to see small projects as you did with Ice cream, that was really good since it shows usage of many things. Thanks for all the work you do :)
  45. 1 point
    thanks a lot @natevplas Deformer freeze is a simple one. I am passing points from left to right mesh and then simply "freeze" the deformations at that current point in time :)
  46. 1 point
    where you have the capsule you need to place a circle spline Deck
  47. 1 point
    Here we go, my final attempt. I didn't realise initially that you had done the inner extrude on all 3 flaps together and that in turn made me wonder about the 3 edge loops cos I could only see 2, but once I worked out the first part then the 3 loops made sense. I forgot to put the loops in on the panels so mine is a bit looser around there. It all got a bit lumpy in the transition to cylinder and Ive pushed a few points out of place, probably had a better one earlier, but Ive got the principle of it. After the talk of carving candles I wondered if it would work with sculpt, but that wasn't like making 3 cuts at all. Thanks again Deck
  48. 1 point
    Use a Sweep with Fillet Caps. You'll have to play with the Z position of some of your points so they don't intersect on some of those loops.
  49. 1 point
    108_Sine_Wave_Trace(MG).c4d 109_Winding(XP+MG+CA).c4d 110_Deformer_freeze(XP+MG).c4d
  50. 1 point
    Added bonus. It's funny how little you know until you really need something. Like most I am sure you likely have a hierarchy of files and folders that contain your Cinema files. I changed the root folder to "Large icons" and then drilled down to the next level where the display was back to details (the thumbnail dll does not deal with details, list, or small icons). So I wondered how to apply "Large icons" down through the child objects of my Cinema data folder. Again, google. There I found that if you select a root folder as in my case my the Cinema data folder, right click, select Properties, click the Customize tab, locate and set "Optimize this folder for:" drop down list to Pictures, and check mark the box "Also apply this template to all subfolders" it will set this property for all files and folders at and below the folder in question. Hyper cool. FYI.

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