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Showing content with the highest reputation since 12/12/2018 in all areas

  1. 3 points
    Then went on to Previs in Marmoset with SSS on
  2. 2 points
    3D animation done for 4ocean LLC. Software: Cinema4D, Redshift3D, AE, PS.
  3. 2 points
  4. 2 points
    ....and finally back in C4D for scene compiling. I added some candle flames and smoke within C4D (via TFD), lit the scene and used Volumetric through Gobo to add to the atmosphere. Some floating particles (X-Particles) were used to tie the scene together (....much like Lebowski's rag) Color correction within C4D Picture viewer filter section. The main components were renered individually in Physical, amd then recomposited untouched back in Photoshop. Other than that Photoshop was only used for vignetting, grain and a fraction of DOF.
  5. 2 points
    I saw this link on youtube, I haven't watched it, but i'm guessing it uses the new Fields/Volumes functionality to achieve the effect.
  6. 2 points
    WIP #2 Preparing for coronation day! :P
  7. 2 points
    A scene from an unusual chess game, modelled in Cinema 4d by Horst Dubiel. Kontakt: horst@dubiel.dk Homepage: www.dubiel.dk
  8. 1 point
    Here's a lyrics video I started a loooong time ago (13 months) but I'm very close to the end, only two shots left to do! I'm pretty happy with the look of it but there's tons of little details that I'd like to improve. So I'd like you guys to tell me what could be improved, just to see if it matches what I think should be done or if I could go away with it as is. Thanks! Don't be afraid to be harsh!
  9. 1 point
    Yes, you first have to select the ones you want to line up, hit "L" to enable axis modification the click on the point you want to line up to. Then hit "L" again to exit axis modification, hold shift and scale down on single axis
  10. 1 point
    No worries Natevplas, thank you! Next time you´ll be the fastest :)
  11. 1 point
    Thank you Hrvoje, this is very generous. I have learnt so much from you over the years through your tutorials. Keith
  12. 1 point
  13. 1 point
    Do you mean sweep along the inside of that object? If so, duplicate your object and make it editable. Use the Path Selection Tool or Loop Selection to select and edge loop from your frame. Then click Mesh> Commands> Edge to Spline. This will create a spline exactly where your edges were. Now if you need that offset a little bit, you can use Mesh> Spline> Create Outlines to do that.
  14. 1 point
    If you're going to use Substancer Painter for texturing, you don't have to worry about the best UV layout at this moment. You have unwrapped your mesh, you flattened the UVs and you arranged the UV islands without any overlapping. That's enough for now and you could start with Substance Painter. There are many nice features in Substance Painter that helps you to get the best results: Because of its non-destructive workflow you can reload the mesh in your Substance project with a new, improved UV layout everytime you want to. All the texturing work you have created so far will then be updated. And probably you will do so when you're facing some issues with your current UV layout. E.g. the margin value in Rizom UV is set to 2 pixel. This might be ok if you want to have an output texture size of 256x256 pixel. Pretty sure you want to have a 2K or 4K texture size so you will increase this value. Same goes for the spacing value between your UV islands. A spacing of 4 pixel is very low when you finally bake out your texture maps. But don't do this now, leave it the way it is. Again: you can refresh an improved UV layout every time you want. Same for the size of some UV islands: You will notice that even with a texture size of 8K, some elements of your mesh don't get that amount of detail you want to. E.g. the middle part of the sword handle. You probably will use some leather or fabric material for this. With the existing size of these UV shells it's not possible to capture all the details. So you will come to the conclusion to enlarge these both UV islands and reload the mesh. A.s.o. / a.s.o. Compared to Photoshop or BodyPaint, Substance Painter is really great for those texturing jobs, but you will have to invest some time to understand how it works to get the best out of it.
  15. 1 point
    Not happy with my lighting but I'm out of time....Anyway, it was good fun
  16. 1 point
    Crafted the patterns in Substance Designer and textured the components in Substance Painter
  17. 1 point
    It looks a little more organized is all. I'm a generalist, not a UVing expert, but I think either way would have been fine. If you needed a close-up of the handle, though, maybe you would want to scale up those parts in the UVs since you have the space anyway.
  18. 1 point
    Another batch :) 11_Pressing_buttons(MG).c4d 12_Chain(MG+CA+XP).c4d 13_Change_logo_by_frame(MG+XP).c4d 14_Circular_lights(MG).c4d 15_Crazy_letters(MG).c4d 16_Crazy_spline(MG+Cmotion).c4d 17_Radar_sweep(MG+XP).c4d
  19. 1 point
    I think this fixes it - I removed freeze and aligned the axes. 002 upload.c4d
  20. 1 point
    Ha ha...so funny! Thanks for sharing all the stunning pictures. Very inspirational...even more so as I have just started looking at corona. Interesting to to see your models from VW too. I do some modelling in VW but have always gone to Cinema for modelling when things get more complex. Just can’t seem to get my head into the way modelling is done in VW ! thanks again for sharing...truly appreciated. Simon
  21. 1 point
    Maybe with a spinoff of this general technique? Erosion.c4d.zip
  22. 1 point

    Version 1.0.0


    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.
  23. 1 point
    import c4d from c4d import gui #Welcome to the world of Python def main(): camera = c4d.BaseObject(c4d.Ocamera) # this creates the object in the memory, but does not add it to the scene tag = c4d.BaseTag(c4d.Ttargetexpression) # this creates the tag in memory null = c4d.BaseObject(c4d.Onull) # create the null in memory doc.InsertObject(camera) # insert the camera object in the scene doc.InsertObject(null) # insert the null camera.InsertTag(tag) # apply the tag to the camera tag[c4d.TARGETEXPRESSIONTAG_LINK] = null # set the target object in the tag to be the null bd = doc.GetActiveBaseDraw() # get the active base draw object (This class represents a Cinema 4D window) currentCam = bd.GetEditorCamera() # get the "point" you are looking from camMatrix = currentCam.GetMg() # get the matrix of that point (position, rotation, scale) camera.SetMg(camMatrix) # apply that matrix to your newly created camera editor_size = bd.GetFrame() # gets the borders of the editor window in pixels x_center = editor['cr']/2 # 'cr' is the right border, divide by 2 and we get the x center y_center = editor['cb']/2 # 'cb' is the bottom border, divide by 2 and we get the y center center_point = bd.ProjectPointOnPlane(c4d.Vector(0, 0, 0), c4d.Vector(0, 1, 0), x_center, y_center)[0] # this function generates a 3D position on a virtual floor object, based on screen coordinates in x,y matrix = c4d.Matrix() # create an empty matrix matrix.off = center_point # set that matrix position to the center point null.SetMg(matrix) # set the null's matrix to the new matrix (with the center position) c4d.EventAdd() # inform cinema that something has happend, so it updates. if __name__=='__main__': main()
  24. 1 point
    You can also use a camera with a veeery high Focal Length. At some point it's basically the same as an isometric camera. All you need is the same angle. I like doing this more than the isometric camera as it's more flexible.
  25. 1 point
    Hey Phil, Don't be too hard on yourself. I do a lot of CAD work too - though for entertainment and not CAD/CAM for manufacturing. It takes a lot of concentration and brain space. On days when I'm in CAD all day, I don't know that I can just jump over to Cinema and make something. I tend to try to get to my studio early and make something first thing instead of fitting it in at the end of the day when I'm spent. I also have slowed down my personal work a bit - it's hard to stay inspired and productive - especially around client work or if the sun is shining beautifully outside. I think there is a slight backlash to the whole daily render thing - people think if they aren't Beeple or if they miss a day (or two or seven) that there is no point in doing it.... it's just not true. Set realistic goals for yourself and keep the projects simple - stupid simple. Download a free model from turbosquid. Texture it and light it in a studio setup. One a week. One a month. That's all it takes. I would also add there there are plenty of started quick projects that I abandon, or even take to final render and not post anywhere. I've learned what I needed to, but the final image wasn't great. Don't beat yourself up before you even get started.