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Showing most liked content since 02/17/2018 in Posts

  1. 6 points
    Back on the characters now, and picking up from where i left off last year, i made a new female head but ended up never using it, so the last few days i've been reworking the head, changing some proportions things like that im super happy with how she's looking now, i've also just finished building a base mesh body, of which i'm now gonna enjoy stylising , so pics of that should be up soon :D
  2. 5 points
    i recently bought new sneakers, the ones doc brown had on when the russians came for their plutonium. also i'm working on a new more detailed character which needed some cool sneakers. so i asked @VECTOR to take on the challenge to model those sneakers for me, and of course he couldn't resist. ;) so here are a few renders and some wires, hope you'll enjoy. rendered with redshift. smoke and fire made with xp4.
  3. 4 points
    Hello Dave and all! We are working around the clock to deliver the best products possible for you guys. Forester 2 is shaping up to be a quite a substantial update, with more features than we originally intended, hence the time it's taking to complete. I still don't have a definite release date, but it is coming. The landscape generator will most likely be released around the same time, featuring custom shaders and erosion simulation. Although we are not verbal about future updates, if you check our Facebook page at https://www.facebook.com/3dquakers, every once in a while we release some technology preview images that hint at possible upcoming features. So yes, it is taking time, but it will be worth the wait :) Charbel
  4. 3 points
    Added another model to the pack! I am currently working through this model pack and seperating all the base objects so that you can apply materials on individual objects. New updated includes the material files for both OBJ and FBX. These new formats can be used in #Unity and #Elements3D
  5. 3 points
    Don't hate me for pointing this out as the modeling work is nicely done and I don't want to detract from the effort you put into it....but I did find this rather humorous.
  6. 3 points
    I made a two last changes. I added three different trees and changed some rocks. While looking at the last image, something seemed wrong. So I pulled up some photos I took in October and realized that there are many different trees in the woods. It's hard to tell in the summer because they are all green. But the different trees become visible in the fall with the varying colors of the leaves. Mark
  7. 2 points
    Went to Britain coast this week on the sea side to harvest some nice textures of sands and granits and other sea side rocks... Spent hours searching for the right colors paterns ands textures for a nice variety of different minerals... Britain has a amazing variety of shades and delicate colors for rocks Will post the materials i'm building from those photos soon as I thought it would really enhance the collection...
  8. 2 points
    For those of you not on the MAXON Twitter feed, here's a new shiny keyboard from LogicKeyboard, with C4D literally written all over it ! More about that over here. It's £90 in the UK, which seems a little steep, but that might mean it's really well built and I suppose we have to pay more because we're a comparatively smaller market. CBR
  9. 2 points
    I've been a member here for a long time and using C4D for a long time. Now I'd like to share something I've put thousands of hours into. It's still a WIP, so I hope it's OK to post it here. Be The Rocket is an action style flying video game inspired by the popular Nintendo game Pilotwings. Link to the Kickstarter with a demo of the game below. Higher quality promotional video. I made the whole game myself using CINEMA 4D, Unreal Engine, Cycles4D, Xparticles, 3DCoat, and using assets off the Unreal store. The cover image shown below was done in C4D using Cycles4D and Xparticles. Xparticles was used for the flames out of the rocket and Rocket Bucket. The background image is from the actual game as the texture on the terrain is using some special shaders that scale with distance, but I did sculpt out the original shape of the terrain in C4D. After the sculpting of the terrain in C4D I baked it out to a displacement map and imported that into Unreal Engine where it was further refined for the best game play experience. Everyone here has been so nice to me over the years I came here to share my work. I am most grateful to anyone that helps spread the word about my game or decides to support it. Cheers John
  10. 2 points
    AH yes i've been eager to share these! fun little project and collaboration, excellent job on the texturing and lace modelling! here's some wires and clays of the higher poly version :D
  11. 2 points
    Hmmm lets get things back on track, with this Turntable for anyone who hasn't seen it over at the tie interceptor thread
  12. 2 points
    They are altering the deal! Pray, they don't alter it further!
  13. 1 point
    That's just the viewport, because when you add a light to the scene, the default light, which was illuminating everything evenly before you did that, gets turned off. Presumably because you haven't watched any of the tutorials I recommended last time ;) Had you done so, you would know about reflectance base layers, and how to change the colour of those. Watch this video ! CBR
  14. 1 point
    HDR light studio is good at this type of job. Maybe c4d lighting tool could do the job? Or you can find pre-made hdr light texture and spin it along all axis until you like the result. Don't forget about nice beveled edges to give your lights something to reflect on.
  15. 1 point
  16. 1 point
    starting to dial in the proportions
  17. 1 point
    Second what @ABMotion is saying here. I still do tests with every scene to see if the Standard or the Physical renderer is faster and which looks good. Soft, hard or area shadows. I have one scene that I am able to get away with a fixed, 3-pass Physical render and it looks fine with all the movement going on. Plus, I through some Pixel Motion Blur in AE to finish it off. It's a compromise with quality vs. deadlines. I have been using the Corona render engine (totally FREE beta even for commercial use until it ships) and the renders are really smooth and never flicker. It's a CPU-based engine and it's very fast for the results you get out of it. They're still adding new features all the time. Also, with this type of flythrough animation, couldn't a baked material solution work here since only the camera is moving around? I remember doing a tutorial on this many moons ago.
  18. 1 point
    In After Effects you can use Effect>Blur & Sharpen>Camera Lens Blur and in Effect Control Panel, change Blur Map Layer to Depth Map image/sequence you created in Cinema 4D after you import it to After Effects. Adjust other settings to taste from there.
  19. 1 point
    Cineversity just released this beta set of Cinema 4D to Unreal Engine 4 plugins for free: Overview: https://www.cineversity.com/vidplaylist/cv-c4d_to_ue4/cv-c4d_to_ue4_overview Downlaod and Installation: https://www.cineversity.com/vidplaylist/cv-c4d_to_ue4/cv-c4d_to_ue4_download_and_installation Download plugins: https://www.cineversity.com/tutorials/fd/15401/15403 - Compatible with R18 and R19 CV-C4D to UE4 is a set of plugins for Cinema 4D and Unreal Engine 4 that greatly simplify the process of transferring your game ready assets from Cinema 4D to Unreal Engine 4. With these two plugins installed you can easily transfer your Cinema 4D scenes to Unreal Engine 4, with the click of a button, straight from within Cinema 4D. You can even Cut and Paste objects from C4D to UE4. The process supports models and materials. Transforms (axes) and and Phong tags are exported correctly as well. CV-C4D to UE4 is especially useful for iterative workflows. There's no need to convert your models before export - the plugin converts everything to polygon objects during export allowing you to maintain parametric objects, generators, etc. When re-exporting later, the plugin checks for already exported models/materials and updates them.
  20. 1 point
    Oh, it is fine. I will try to explain things so you can do them your self in the future (as @Twizzle already provided the file) Depending on the result that you want, if you want it to fade from the satellite image into a transparent surface then yes, copy that material. In one of the materials, enable the transparency channel, which will make it totally transparent. On top of the object, if you drag and drop a material above a selection in the view port it will automatically apply. As far as I know, using the materials is the best way to go. You can use what you mentioned about splitting the object and use the the visibility, but it has a lot of limitations and the result isn't as good if your aim is to have a nice animation.
  21. 1 point
    I will check these out thanks!
  22. 1 point
    The fbx model was fine as a T pose, but rug messed up. The C4D file T pose was out of wack, and the rig was holding it into a T pose. I took the fbx model and brought it into c4d file. re positioned rig as it was not centre or aligned to model then here is the key, click on the weight tag and press set bind pose. Here are the files although they may not work as im in r19. As to why you have two rigs of what it looks like I dont know? Also to add your model is 3.368 cm did you know it was so small, is that intentional? Dan money.zip
  23. 1 point
    Element 3D can import Cinema 4D files natively. To preserve complex geometry, you must turn on the "Save Polygons For Melange" checkbox from the Cinema 4D file Preferences in Files section. You can then animate the breaking apart of the geometry in the Element 3D panel properties: Is there any reason you're not completing it all in Cinema 4D though? Why are you using Element 3D?
  24. 1 point
    I certainly do. I use Seamilar 2 (available in the cafe store) because it allows me to see the unwrap as I create my seams, so that is a definite advantage. But it is not necessary - just a little time-saving luxury. But I actually enjoy UV mapping anyway using only the standard tools. There is something very zen and tranquil about trying to achieve the best unwrap possible, but I'll grant you that doesn't help on a tight client deadline ! CBR
  25. 1 point
    Oh thank you so much !!! Your response makes me happy and feel less frustrated thanks alot!
  26. 1 point
    Yep, nice one AB - Cerbera fell asleep ! :) CBR
  27. 1 point
    Funnily enough, after years of putting up with constantly typing the wrong thing in the dark, I ordered a brand new, but generic illuminated keyboard just yesterday, goddammit !!! And then I see this today :) CBR
  28. 1 point
    What about a Surface deformer ? Don't know if that takes Hot4D displacement into account though - will do some tests later and find out ! CBR
  29. 1 point
    Gotcha. Well, the first part of obtaining a "high level of realism" is to find something "real" and to study all of its properties. In the amethyst, note how all the big crystals come to points, and that they grow out of the "bubbly" clear crystal growth. Consider how transparent the different parts are. How much different parts of the crystal have a clear, mirror shine, and which parts are more rough. Normal people don't contemplate all of these intricacies, but you can be absolutely sure that they will instinctively KNOW when something you create isn't "right." That's what it takes to pursue photorealism. As others have mentioned, the render engine you use matters much less than your ability to create with the available tools. I address materials one characteristic at a time. What is the physical structure? What is the roughness / variation? What is the color? How transparent is it? Etc., etc. Unfortunately, each one of these characteristics is a whole separate avenue to explore. Eventually, you'll get there. :)
  30. 1 point
    No, they wouldn't. Free tuts really do only give you the basics, and a tutorial that made these things photorealistically would go on for hours and hours and hours ! Their aim is more to give you a general push in the right direction in the limited time they have ! And nobody has time to model crystal detail like in the example we're all talking about above. And yet the modelling here will have arguably the biggest effect on the photo-realism of your final render. You need a really good model; this sort of rock formation would require quite some modelling skills to do well. Less experienced people, who couldn't model this properly would no doubt have their butts saved by displacement, and a few other techniques that will get close, but every diversion from the actual object weakens the final result, and then you kinda throw your photorealism out of the window before you even start with render settings - a render is only as good as the weakest link in the processes used to build it. So if your model is amazing, but your texturing or lighting is duff, guess how the render turns out ! I guess what I am trying to get across is that ALL parts of the 3D workflow are as important as each other, and just focusing on GI and render settings is not enough to get you the results you want. Spend your time mastering polygonal modelling, materials, and lighting and establish a good solid base of skills, and the rendering will 'almost' do itself ! CBR
  31. 1 point
    I don't think the tune is that bad, considering some others I've heard, but it certainly could be a bit more anodyne to ensure wider appeal ;) Though you still want something fairly energetic so you preserve momentum and 'excitement'. Or you could accept that music is entirely subjective, and just do what sounds fine to you - for every one person that hates it, another will think it's fine :) CBR
  32. 1 point
  33. 1 point
    Perhaps... Something doesn't look quite right with those bubbles to me though I'd probably have to look at some photo's of actual bubbly water in a bottle to determine what it is :)
  34. 1 point
    You can do better with physical render. If it's rock make the fracturing of the pieces the shape it would be if it fractured off a rock. Fix the texture and UV issues. You also have to choose what type of rock you want. Wet rock, shiny marble, limestone, etc. If it's shiny marble it's going to need some reflection and something in the scene that can be reflected.
  35. 1 point
    Oh yeah, I don't disagree with that :) Although it is frequently what I would describe as a PITA to use as intended, for quick measurements it seems fine ! CBR
  36. 1 point
    Did you tried "Unhide all" in point mode?
  37. 1 point
    I think he might be using Global Illumination, and possibly even some sub-surface scattering. I don't think he's necessarily using AO because I don't see much in the way of contact shadows. There seems to be a big Area light in front of the scene, but difficult to tell whether he's doing the rest with GI light bounces or other lights. But if he's on Behance, just drop him a comment, tell him you love his lighting and ask him what the setup was ! CBR
  38. 1 point
    @Cerbera @VECTOR Thanks a lot guys, that's a massive help. It took ages to load and I thought it just crashed somehow - sorry for posting twice. I will also remember to just upload the images through the system :). I will definitely do my best to clean up the model (especially the neck area), get rid of the triangles and have a look at the guides you suggested. Thanks again!
  39. 1 point
    I made a QuickStart tutorial for Redshift’s YouTube channel, covering the very basics of creating materials and shading. Nothing advanced. Literally the most essential shading topics (ie how to create a metal, or a glass, or wax, etc) so people can start getting familiar with it. Scene file included as well.
  40. 1 point
    A bit like this - speed.c4d edit: I added a start position slider speed2.c4d
  41. 1 point
    In this very specific case, because of your lights and camera position and configuration, my guess is that the Standard Renderer is calculating it a little bit differently to Physical Renderer and it's causing an issue. To resolve your specific issue in this case, just add .001 to your R.H setting on the Camera (20°). I made this number as small as possible to not effect your scene:
  42. 1 point
    Hello everyone, Here is, finally after 4 years, new Grass Kit for Cinema 4D and Vray 3.4. This new version is drastically improved and it is done from scratch to be faster and to have better controls over grass creation. This version is not free, but if you wish you can still download GK 2 (previous version) from my CG Trader profile under "free models" section... Here is link: https://www.cgtrader.com/boskolazovic All the best and fast renders...
  43. 1 point
    Excellent :) Go to your profile, and just at the bottom of the title bar there is a little button 'Edit Profile'. CBR
  44. 1 point
    Here is another Xpresso setup that automatically takes into account Render Settings Output size. Multiplier User Data is to be offset the distance from the camera.
  45. 1 point
    Please update your profile to the correct version. Prime doesn't have dynamics. CBR
  46. 1 point
    And more with texture work with Corona.
  47. 1 point
    I agree with vector. I would remodel it to get the best results. Some slicer programs may try and fix it for you but again you cannot guarantee a nice print. Another option is to pop onto thingyverse, do a search for trees and see if they have one that is suitable for download
  48. 1 point
    Hi, i don't know if this could help? https://www.youtube.com/watch?time_continue=289&v=hrjB1RkXsko
  49. 1 point
    if you want to animate it in a realistic way with one colour not intersecting with the other and shoving/twirling the other around and into one another like in your reference image i don't think you can get around a fluid sim... you will be having a hard time getting this right with x-particles though i'm afraid. while a 2d solution could also work to some extend it think you're going to be limited regarding the range of motion. it all depends a little what your end result should look like.. if you need just a slight motion a 2d solution could just work fine. if you need a longer sequence with a lot of motion and twirling it might be not enough. also the question would be how realistic do you have to get it to look like in the end? if you're going for ultimate realism you could also "just" shoot it?
  50. 1 point
    This, literally i learnt the basics in 10 minutes, with in this time im was unwrapping heads and full characters etc