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Cerbera

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Cerbera last won the day on April 17

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About Cerbera

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    Imperial Archon
  • Birthday 02/28/1973

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  • First Name
    Jay
  • Last Name
    Wood
  • C4D Ver
    20.057 Studio
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    South East, UK
  • Interests
    Aerial Photography, Pianoing, Guitaring, Bassing, Drumming, Audio Production, stupidly fast Electric Unicycles, String Sections, Flying machines, 3D things, technology, critical thinking, cats, nature, skies, large hairy spiders, robots, dark scary synth drones and Omnisphere.

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  1. Yep, that was what I was trying to say, but you did it much more efficiently :) CBR
  2. As soon as you do Save with Assets then you fix broken textures in the new folder you create, but those changes are not applied to the current file, which will still be using the old paths, so any iteration you subsequently make to that could still result in texture errors if you then load the new version from your existing path not the new folder created by SwA. The way to avoid this situation occurring is to simply to save your project before you start adding textures. CBR
  3. Even I use booleans occasionally if I am later retopologizing ! Take that Quaffle I made a few days back - that got done with a horrible boole initially but it gave me the perfect base shape to built my actual polygons on top of before it went in the bin once finished in that service... so if they are using it for quick iteration, and ZB is going to rescue it later, then that's entirely understandable... I have an idea why tris don't matter to UVs, but should leave it to someone that deals with UVing game stuff every day to tell you the best practices there... CBR
  4. That is really hard to do in Cinema because nothing we have in the way of physical simulation can make an object look like this. No doubt at all this would be easier and faster in Marvelous Designer. But if you do have to do it in Cinema, then you need a version that has sculpting really - had that arrived by R14 ? I'm not sure it had... But trying to do this with regular polygon tools would quickly drive you up the wall, and the results won't look much like the reference. If that is all you have, then honestly your best chance is go on Turbosquid and buy a model that has been scanned or made in MD... CBR
  5. Triplanar is a neat solution if you have the setup already done. If not, or you can't be bothered to make it, then you can make a load of polygon selections, and apply the same material several times to different areas with different mappings. For example your objects above could use cylindrical, cubic and flat projections on certain parts of the model, and that's quicker to setup than either TPM or UVs... CBR
  6. Much better :) Glass is very much in that sort of range, so 1.5 is a good starting point, but in reality the IoR varies across the windscreen, being highest (most refs) in the center, and fading off at the edges AS WELL as any fresnel-based falloff. You can fake this by popping a U gradient in the transparency map slot (grey to to white to grey), but of course you will need to make sure your texture is mapped properly for that to work... if we're honest, most people don't bother :) CBR
  7. Ah yes, if there is no thickness, then exit refs are irrelevant :) Adding thickness is a total breeze though. Lesser people use cloth SDS for that sort of thing, but we shouldn't, because it doesn't come with control loops. We should just select all our polygons that comprise the window planes, extrude a very small amount (with caps, and 2 segments), reverse the normals if they need it and you're done. Always do the thickness my friend - Cinema is not expecting something that doesn't exist in the real world - light just can't react realistically if that's not there. CBR
  8. That's looking very nice, and has been built with far more polygon efficiency than we'd perhaps normally expect for this sort of model. Texturing is superb, especially on the car paint, but something is off about those windows for me - is that they don't have real-world thickness, or have we got 'Exit Reflections' left on in the transparency department ? CBR
  9. That is a neat little tool, and even though it's very nice and very easy, it is actually making decent proper geometry there, so you can get that nice warm fuzzy feeling when using it :) CBR
  10. Anyone thinking of me as omnipotent, sarcastically or otherwise, would be wrong. My knowledge of TP is cursory at best. But I saw your question, thought I knew the answer and told you. I could investigate further and find the right answer for you, but as you can't even be bothered to update your profile I guess I'd just be wasting my time... Good luck with your problem. CBR
  11. Yes, almost certainly. Nate's idea about linear splines had merit, but if it was me, I would use the mesh deformer, and for my lower res mesh I would use geo with few enough segments that can't bend where it shouldn't, and the dynamics can be calculated off that before being passed to the high-res original, which will just follow along regardless of what you do subdivision-wise. Does that make sense ? Got lots of client stuff on at the moment, so don't have time to make you a file, but the mesh deformer is fairly straightforward, and there a few tuts on Youtube that show how you'd use it... You are correct that if you increase SD to L3, then with our first iterations it would bend all the more, but using the mesh deformer you can entirely circumnavigate that problem... You're welcome - thanks for coming back and telling us how it's going ! :) CBR
  12. Bloody hell, Marian, all those shiny buttons AND 2 2080's ??! I am beginning to think you must be building some sort of James-Bond-supervillain-style mountain base, possibly with a world takeover in mind ;) CBR
  13. Pretty sure that only applies to render-time global displacement level, which I don't think can deal with adaptive subdivision (happy to be corrected if I am wrong about that). In fact I think the only way we can do any adaptive subdivision is via the OpenSubDiv Adaptive Mode, or in the volume mesher, and I wasn't aware that either of those could be image-based either... Perhaps someone like @Hrvoje can confirm or deny ? I have seen plugins that do it too over the years, but again, never a mention of driving that with an image... CBR
  14. I do get the reasons for it, but I hope Standard Render doesn't get deprecated to the point where it is removed. When using regular materials I still find a lot of situations where it remains faster than physical, and it does such nice things with hair :) CBR
  15. Thanks dude. Stitching just regular technique - edge to spline to get the paths, then single stitch cloned and randomised along them... CBR

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