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  1. Tutorials for research needed

    Short of a real program for fluids (Houdini, Real Flow), one can fake simple ocean waves in C4D with animated shaders and some object animations. It obviously won't work for anything that needs to do anything complicated. I had a link to an older tutorial but it seems to have been taken down. A quick search showed me this: Here is a simplified file with water animation. Note that any real interaction of water with an object will look fake, since there is no change in the waves related to this (so make your waves pretty minimal). I don't have x-particles, so I don't know how well their current fluid solver works. WaterSimplified.c4d
  2. Tutorials for research needed

    I think the free plugin was removed as the code was sold to insidium (x particles).
  3. I think there are options in 3D coat and zbrush to do that by baking the original texture and then reloading this texture in the retopologized mesh.
  4. Realistic looking soil

    I would omit the shadowing against the dirt, as it makes the roots look like they are in front of, not in the dirt. I also would use larger scaled dirt and use photoshop to clone out the vertical bands so that it doesn’t look to procedural.
  5. It has been awhile since I’ve used Maya, but I recall it might have needed to invert alpha textures. The other thing to be careful about is if some normals got flipped.
  6. Realistic looking soil

    I don't know about redshift, but I would do this with displacement or bump. Be careful of too much displacement, or you will conceal the roots. Personally, I would use substance designer for this to generate a complicated procedural texture. C4D is able to import substance assets. I don't know if it works in Redshift. Don't do particles as they will really slow everything down. Even in Houdini, I'd do this with substance. https://forum.allegorithmic.com/index.php?topic=12152.0 Here is an example substance asset: https://share.allegorithmic.com/libraries/890 Alternatively, photograph some potting soil with flat lighting and play with it in photoshop to get a copy desaturated and with higher contrast to use as a bump/normal/displacement map.
  7. What Am I Doing Wrong ?

    I would think it would be very valuable to get tutoring from @Cerbera. I know for a fact that one can make the same mistakes for years if one has spotty knowledge of modeling, and the basis for what you appear to want is good subdivided modeling. He is definitely an expert on this. You can learn about displacements and sculpting - both of which are useful for adding details where you don't want to make an overly complicated model. But to answer your question, attached is roughly the sequence I would use to model a bandage: 1. Start with a cube and get roughly the right dimensions and divisions 2. Make it editable 3. Ctrl- drag the polygons you want to extrude upward or downward 4. Move the points around (usually using a reference image to match your illustration) 5. Add a hypernurb 6. Add edgeloops to sharpen. You may want to omit edge loops on the top edge so that the plastic appears to wrap smoothly over the guaze. You can add edgeloops to the bottom to create a sharp edge with the guaze part. Then add textures. Good luck with the UV part, as that gets to be a pain in C4D. I use 3d coat (or recently unwrap 3D) for that, since I don't like struggling in C4D 7. In the example of a bandage/plaster, you might want to model it at a distorted y scale to make it easier to do edge loops. You can then scale in the y axis when you are done to create a flatter model. BandageCreation.c4d
  8. What Am I Doing Wrong ?

    I would probably not use a plane with displacement to do this. I've not found that displacement with different textures on the top and bottom of a plane creates reasonable renders. Since you don't have subpoly displacement, I would use a different technique anyway. A better way would be to use your reference image as a rough guide to points and start with a thin cube. You can add edge loop cuts to sharpen it up. This way, it is much easier to create polygon selection sets for texturing (see attached example). A third way to do this would be with a nurbs modeler, (and it is actually pretty easy for this type of model), but attached is a solution that should work with your program. Bandage.zip
  9. Animating Extruded Splines

    Since this is a flat object, is there a reason you don’t just mask the illustrator file in after effects and animate the mask (s)?
  10. Just when I thought I was out . . . .

    Houdini doesn’t have sculpting. There is an awkward workaround that I doubt anyone uses. The retopo tool is not up to C4D polypen. Npr rendering is more complex to set up and not as powerful (unless you are willing to get into complicated shader builds). Lots of things require extra non intuitive nodes to correct the lack of built in options (like uV mapping of sweeps). There are few procedural surface textures built in, so you will end up doing a lot of work to get what C4D offers out of the box. You need a lot more organizational skills to be able to find where things are done. The viewport will generally not display procedural textures, unlike C4D. Substance shaders are better incorporated in C4D (you really can't change reflection or specular in Houdini with these). There are other downsides, but the power is amazing.
  11. Grainy / noisy baked textures

    I don’t think it is a GSG issue. If you dissect the studio apart, it is just area lights, xpresso tags and light box type objects.
  12. I think you need to think about what kind of modeling you are talking about. For organic modeling, I would think zbrush or 3d coat is fastest and easiest, but they can come back to bite you if you need very precise UV mapping. For straight up SDS modeling, Cerbera's list is pretty close to my experience. Modo does have the best falloffs. C4D modeling beats Modo for anything to do with splines, though the newer procedural features of Modo work unless you hit the limitation that requires you to change everything to non procedural (which happens a lot). I personally hate the clickiness of Modo modeling. Houdini can be the slowest to model, but you can reuse everything in other projects and it is the best if you need to assemble the work as part of a bigger scene. Since modeling exists is a larger world that includes uv editing, posemorphs, character rigging, scripting, access to plugins, lighting, and rendering, import/export to other programs, stability, use by others in one's work, etc. - it is often best to pick a package that meets your needs for more than modeling.
  13. Extruding an Illustrator Compound Shape

    Have you tried the cv artsmart plugin? I always use this to import illustrator files.
  14. Possible bug, Extrude poly on tube . .

    BobC4D: I wouldn't do it that way, because you have an extra unnecessary step. If you want to set extrude to zero and then grab the axis tool to pull them outwards, that is the same (but more cumbersome) way of just ctrl dragging them outwards. But just for larks, I followed how you did it (using the shift modifier for scaling in z axis) and it seems to work for both editable spheres and editable tubes. (the only reason to do an extrude rather than ctrl drag is if you want them to scale as they are moved according the the shape of the polygons selected. You defeat the benefit of that by setting extrude to zero. In addition, a zero extrude is a bit dangerous as you create duplicated edges that can come back to haunt you) TubeSphereExtrude.c4d
  15. Thanks to the Cafe...

    Sorry for your loss. You are an inspiration in how generous you were to others during this difficult time.