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Showing content with the highest reputation since 10/17/2020 in Posts

  1. You guys are definitely doing things right. This is the most helpful and friendliest forum I have ever been a member of. Well done to all of you guys. Welcome back Tomalexu.
    3 points
  2. This is really really Helpful 3D-PANGEL I've just seen this and definitely going to revise the model with some of your points. really apprichiate the feedback. Here are a few shots of my progress with it so far almost there! What I will do is go over the pipe works and lines and see where I can add in supports and any further detail the lighting and render still needs a little bot of work too. Also currently trying to figure out how to easily do the wires around the environment quicker! ( just currently using the spline pen tool)
    3 points
  3. Wow....really great work. Not sure how long it took to render but I find myself wanting to see it at twice the size just so I can feast on the modeling and lighting. What has NOT been talked about but needs to be highlighted is the color pallet and the placement of the complimentary colors. It all just works. Why is my eye drawn to the astronaut? Tiny little thing tucked away in the dark but yet he is the first thing I see. I think it has a lot to do with the balance in color between him and the similarly shaded windows on the left and right and at the same level. He is fram
    2 points
  4. Do you have a reference image for the type of scene you want? I know some people have a specific look they are going for, if you want realism Id suggest working on the neon a bit. Maybe put the neon light inside the glass tubes. It looks like you have the neon material on the outside of the entire objects. Also adding an HDRI to the scene could improve it a lot, the blue/purple sky isn't selling it for me.
    2 points
  5. I love it. Really creates a unique take on many existing genres: cyber punk, dystopian futures, etc. I love the lighting. As soon as I saw the astronaut with the glow I thought of Daft Punk....not sure why but it has that vibe. Kind of like a Blade Runner inspired slum in the land of Tron. I would love to know what inspired you for this. If the final piece is going to be that dark then some of my comments don't apply as it is adding details that quite frankly won't be seen and more importantly don't need to be seen. I can't wait to see more. Dave
    2 points
  6. I often try to either recreate stuff I've already made in Cinema in Blender, or start something new in Blender but ultimately return to Cinema. I learned how to model in Cinema, without any plugins really apart from occasionally using HB modelling script for snapping, but I prefer Cinema's vanilla tools. It is so intuitive, just being able to visibly parent / child objects to each other, amongst a million other little idiosyncrasies, is one particular point that stops memoving to Blender. And the selection tag, with it's well thought out icons, you don't even need to click on to know it's eith
    2 points
  7. Here's that technique I mentioned above in action, although here I felt it was enough to use a perspective view to get 'head-on' to the section in question, and I used the knife tool (line cut) directly to cut a perfect rectangle into the tapered form, then connected to the corners of the next poly loop out to retain 100% quads. At this point you could now use the Slide Tool, in Points Mode, to move the inner points about to give you even controls without leaving the tapered surface. We should also note how helpful Symmetry would be at this point, so you only had
    2 points
  8. Nice concept. Kind of "Blade Runner" atmosphere
    2 points
  9. I'll give you a slightly different take on this... The best tool really depends on what you're aiming to do. The primary thing to understand is that there are two basic modelling technologies: NURBS / solid modelling - a curves and boolean based approach - or polygon mesh based modelling. C4D is of course the latter. It's quite easy to take a NURBS based model and convert it to polygons, albeit with limited control over the topology, but it's very very difficult to go from polygons back to NURBS. It's a bit like trying to 'unboil' an egg : ) NURBS modelling is the method used
    2 points
  10. Of course I still may not fully understand what you want the rope to do, but the one below was painfully easy to do with PLA - literally 2 keys on the guy, 2 more on a selection of spline points around him that just moves down at the same rate; all keys set to soft interpolation so you get nice exit curves all the way down, yet because you are KFing a whole group of them at once you don't disturb the straight bit in the middle, so no re-alignment required... CBR
    2 points
  11. Very good. I love this type of work and the modeling seems to be well executed. I agree with the comment on the high polygon count on the smaller objects: the vent holes in the A/C units look to be modeled, the tubes in the neon sign look to be modeled. Not sure if textures would work just as well as I am not sure what the overall plans are the for the model in a finished render and/or animation. If it is a still image as shown, then textures would has worked just as well. Overall though, I love where you are going with this. But as you mentioned that it is a WIP and more needs
    2 points
  12. yeah, a ribbon rig per say where the deformed mesh drives joints and that then again another mesh isn't possible in c4d... that said, if you are just after bendy limbs, you can do that with spline ik. so you can create everything seen in that video in c4d, too, but in another way, and with certain limitations regarding the twist. you could even do that wave movement with some xpresso or python driving the joints.
    2 points
  13. Yes there is room in most brains for more than one DCC, though as middle age progresses you do get cause to wonder CBR
    1 point
  14. Hi Jops, Thanks for your response. Very interesting indeed. Yes totally agree 2D graphic work often has very quick turn arounds so little time to plan your time efficiently. I am indeed finding out that with 3D there are many things to learn and many different types of software to go with it. I started with Cinema 4D, then the render engines like Octane and Redshift and now getting into things like ZBrush and Substance Painter... lots to learn. I guess with 2D graphics the advantage generally speaking is everything is contained within the Adobe Suite.
    1 point
  15. This worked perfectly. Thanks a lot!
    1 point
  16. update - undock primitive palette by clicking on upper double dot edge of opened palette - right click on on some icon and select "Customize Palettes" command on the bottom - in opened window to the "name filter" input field enter name of your plugin - from filtered view select your plugin and drag and drop into primitive palette to place where you want - in undocked palette right click and select "Fold palette" command - double click on original primitive icon palette to remove it - drag folded palette to place where was original primitive palette
    1 point
  17. Thank you for the feedback! Yeah I have been using a few reference images to compose the scene, realism was not a top priority for me on this as much as should maybe of been. you are right with the neon's i could of incorporated a few of them better with the buildings. i was thinking of modelling each them to look more like florescent tubes. As for the HDRI, I am still quite new to using them in the right way and could not find one that would reflect the scene in the way i best wanted it to so i just decided to use lights instead. I am going to be trying to make more
    1 point
  18. Originally it's a Lightwave PlugIn especially designed for architectural modeling. I used it a lot in Lightwave. Love it's snapping features and one-click-solutions for building slated roofs, floors, stairs, etc. The provided library isnt't stylish, but you can expand it with your own stuff. Standard buildings can be modeled quite fast with this toolset. But it isn't limited to architectural stuff only.
    1 point
  19. Hey! So here is the final render of the scene i tried to colour grade it to be a little bit brighter but could not figure it out how to do it on premier pro ( some of the lights are animated. Let me know your thoughts if i need to improve anything.
    1 point
  20. You guys did ease my mind a little. Nodal materials don't seem difficult to learn, but it changes my whole workflow. I'll continue practicing them on the side but wont use them for my clients until I'm comfortable moving to them. I've even been looking into other programs a bit since being able to upload an .MTL file with purchased models will greatly increase the speed of everything I do. Currently I have to relink everything and adjust the values and its just been getting old. Especially with plant models ><…. appreciate you guys!
    1 point
  21. ok, started seeing some success. thanks again for all your help!
    1 point
  22. As far as I know, you can't do that with the "controller" you tried. You need to break the tangents, which is what you did in your first image, and that can only be done manually as far as I know. Maybe you can use PoseMorph to morph between the two states? I don't have that in Broadcast, so I couldn't try that. Does it have to be a closed spline? If not, the simplest solution might be to create two semi-circles and animate the rotation of one of them. However, if you use a Sweep Object (i.e. if you want to create actual geometry), it will not look like a single object. It works
    1 point
  23. @Rectro Thank you! I reused and tweaked bones from another mesh as guidelines. I'm relatively new to rigging and it tends to help me understand it, especially around the hip and shoulder area. So yes, mainly use it to find the right placement for joints
    1 point
  24. It is due to thickness. There are 2 UV islands for the inside and the outside. You can see which is which by highlighting a poly on one of them (UV view), which will also get selected in the Perspective view. the polys you have selected look like they might be the walls in between front and back faces. CBR
    1 point
  25. I think Jay simply select polygons, extrude up/(Ctrl_Clone), scale to 0 at the top, add support edge loops at the top and bottom of extrusion... base polymesh should look like this
    1 point
  26. I really need help here because I have been trying all night and something is wrong, my character here i am trying to rig to ride a snowmobile as follows, it is a fuse/mixamo character i made, now whenever i rig it to the pose and press ctrl z/undo, it resets back to the t-pose...even when i save it when i reopen the file it is in t-pose....it's not the first time for me to rig...it's the first time to me this behavior happens...is it a bug?! help please! I can't restart every once and then!
    1 point
  27. Mesh deformer seems promising + ill dive into the other elements just to make sure and for future knowledge, thank you so much for your quick advanced insight also, really helps having this forum and people like yourself helping out, i thank you!. My other option if everything fails or takes too long, is to render out the icon as a object buffer and then 3d fold it in after effects. its quite a quick animation so that may work also. seeing as there is 11 icons to animate. options options! Cheers, Cameodeft
    1 point
  28. Thank you. I feel dumb as hell right now.
    1 point
  29. I suspect we might all be barking up the wrong tree here. I don't think it matters where the light is coming from as much as previously thought. I think it's the actual curvature of the geometry that primarily governs the direction of the cel shading, which, relative to the banding within itself will always be at some variation around 90 degrees to the curvature UNLESS light direction tells cel shader not to illuminate that surface in a way that shows the bands. Does that make sense ? CBR
    1 point
  30. The default is to light the cell shader from the orientation of the camera. To change this select your material. In the attribute manager click on the Cell shader (normally you should load the cell shader in the luminance channel) Here you can choose 'Lights' (see screenshot) Add a light to your scene and you can use it to control the shading direction.
    1 point
  31. Agreed. C4d is more than capable of being able to produce models to a high enough standard for detailed product shots and beyond, it all comes down to the users ability in the software and knowledge of modelling as a whole. Yes other softwares may have features cinema doesn't or implements them better but these are mere tools, the actual modelling techniques are transferable. Think of it like this, can you use a spoon to spread butter on your toast ? Yes. Does it work as well as using a knife? Ofcourse not but it's certainly possible and the technique of spreading the butter is the same, only
    1 point
  32. I think @jed has posted nice python and xp versions of typewriter effect, but currently unavailable. But you can try to ask @jedfor upload it again. More in this thread...
    1 point
  33. yo, I feel so dumb right now, thank you so much BEZO!
    1 point
  34. This way badges inherit position of selected points, but it looks bit strange in animation. Maybe you need adjust different position of polyobject (leather)...
    1 point
  35. Sorry for the obviously false alarm. ow I also get notifications for the other posts...
    1 point
  36. Exaclty!!!!! Thank you very much! And tank you all for your time!!!
    1 point
  37. Don't reuse shader objects in several places at the same time. This can lead to issues or even crashes. If you want to copy a shader, use GetClone() to duplicate it, then use InsertShader() to insert the new copy into the material, then you can assign it to the Luminance and Alpha channels (each channel needs its own copy, naturally). ---------- Learn more about Python for C4D scripting: https://www.patreon.com/cairyn
    1 point
  38. You are incredible, thank you so much for your precise answer this is extremely helpful !!!! Here is the fixed model (with better rigging haha) :https://www.dropbox.com/s/b7am1nte4b4kgm1/Flamingo-model_RIG_TPOSE.c4d?dl=0
    1 point
  39. Carrara! I remember Carrara. I think I recall 3D World Magazine featuring a free version on their cover ages ago... If I understand correctly, you are looking for 3d software that allows you to a) import DAZ characters and content b) Stage things, with lighting, objects, camera(s), etc. c) render quickly with almost no waiting times involved, with good hair and cloth simulation d) be very affordable, preferably a perpetual license(?) You either pay the monthly rent ($94 per month) or the full rent up-front per year ($720). It is impossibl
    1 point
  40. btw, when plaing with animation, I would recommend turn off "Collisions" and "Rigid" options in Dynamics hair tab. (without hair collisions is playback very smooth) another btw, ...How you unroot hairs?
    1 point
  41. Redownload and reimport the database,There should be a "PushApart(M)" assets. If still doesn't work,I can't help it
    1 point
  42. Add a project in tzlib (fake_softbody_form.c4d) Array have a lot of tricks that hard to explain. check my projects to learn; Multidimensional arrays and loops are very heavy in neutron and should be used as little as possible(current version);
    1 point
  43. Did you tried close your project after you start rendering to picture viewer? You could safe some memory this way and maybe it should be enough...
    1 point
  44. It's a classic extrude "problem". Extruding towards the inside geometry will create non-manifold geometry, and it needs to be cleaned up or worked around (as shown by Bezo). Sketchup solved this with its "manifold" extrude, and lately software like Max and Blender have begun to adopt this type of extrude tool, which makes an operation like this a doddle to execute. With a bit of luck the C4d developers will implement the same option in an update. It's not perfect, and may create n-gons, but nonetheless a very useful extrude tool. Works like this:
    1 point
  45. Ha! Maybe you should finish it:D
    1 point
  46. At first glance I see three different techniques in the provided examples. 1. Tracing points on the Skeleton: That's pretty straight forward. Just place the objects to trace in the hierarchy and trace them using a tracer. I've attached an example that uses a Matrix as the points to trace (trace_skeleton.c4d) 2. Attaching dynamic splines to the skeleton: The more floppy examples seem to be using dynamic splines that are attached to the skeleton. The easiest way to achieve this is via Hair. Add a piece of geometry for your hair guide roots, set hair roots to "
    1 point
  47. I have a method for dynamic cars where the car follows a target. You can stop/start the target, and the wheels steer etc. car stop.c4d for more detailed cars, you can have a same size primitive dynamic car with the hi poly stuff as children. Works well off-road
    1 point
  48. I extrapolated the linkage idea to a pantograph - 3 : 1 enlargement
    1 point
  49. Here: https://gum.co/texel_density It is free.
    1 point
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