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King of Snake

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King of Snake last won the day on October 26 2018

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About King of Snake

  • Birthday 10/13/1980

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    van Haren
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    19.024 Broadcast
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    The Netherlands

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  1. You could technically do this with a circle (like the red part, then all around) and it would be all quads again with the inner circle having double the geometry of the outer one.
  2. The last picture looks ok to me. The first two... not sure I would do something like that. For reference: But yeah for a bend you want to have a relatively even topology across the bending area. And in general when you are asking yourself the question "how can I get these details into this shape", the answer is "more geometry" (in the base shape). When you start your model, first look at the smallest details you will have to account for. And then you can either decide to model it in or do it with displacement or bump mapping. It kinda depends on what your requirements for the model are (does it need to be low poly? Is it just for practice? Is only the rendered result important?)
  3. Ok changing the subframe steps in the project settings made a big difference. Now I just would like it to be less bouncy overall. The whole structure is still bouncing a lot. The regular (mo)dynamics with built-in emitter still gives a slightly better result but with less control. marbles test 04.c4d
  4. The thing with using a cloner like that is that I can't really drop marbles continuously like I can from an emitter. It just generates a whole bunch of marbles and then drops them all at once (though I guess you could animate the count in the cloner, or have them drop through a funnel first :)). I only have to Broadcast edition so no full dynamics, but with the modynamics and a regular emitter (see the attached file, on the left) I get a pretty good result (simulation wise). I just can't control the emission amount since that's not keyframeable for some bizarre reason. If I try the same thing with X particles (on the right) of course I have more control but I can't really get the collisions happening the way I want them to. The basic c4d dynamics actually seem to give the result I want but with X particles the particles are intersecting a lot (even though I've increased the radius), they keep moving even at the bottom and it's just a bit messy overall. But I'm fully aware this might be user error :) Anyone got any suggestions for getting my X Particles sim to behave like the sim on the left? marbles test 03.c4d
  5. Thanks, I knew something like that would be possible. But getting the correct simulation will be step 1 :)
  6. Hey guys, I've been asked if I can make an animation similar to this: So marbles/gumballs falling into a (transparent) container, and then forming an image/logo at the end. I have X particles but really haven't used it much at all. :) Just made a very quick test but not sure yet how to progress. First problem seems to be I can't get the spheres to stop intersecting and bouncing around at the bottom. Any X-particles experts here that could give me nudge in the right direction? marbles test 01.c4d
  7. Slightly out of date by now but might still be a good introduction (and it's free): http://www.videocopilot.net/basic/#01 Pluralsight has an AE CC intro course too: https://www.pluralsight.com/courses/beginning-after-effects-cc
  8. That's good for making banana's I guess
  9. Ok, well here is at least a way to get those diagonal insets on a cylinder. All quads. I've made two versions with two different "densities". Obviously the higher density mesh gives you more loops and thus, sharper corners. The more detailed one has 128 segments, although in your image the inset is quite a bit smaller still compared to the whole cylinder so you'd have quite a lot more segments still. There is still some distortion of course just around the inset, but I think it's pretty minimal. diagonal inset.c4d
  10. There is a free plugin though that gives non-desctructive thickness: http://www.xsyann.com/plugins/xsthickness/
  11. I'd say you simply need to start with a higher amount of segments to support your details. If you start moving the loops or adding loops onto your basic cylinder form you will always get deformations and you don't want that. The (vertical) loops on your cylinder have to be evenly spaced in order to keep it looking like a cylinder under subdivision. But also take into account the scale of what you're modelling. If I'm looking at the picture, the area you're modelling now is the little bit that shows below the left "arm" right? So it's quite small compared to the whole model. You are modelling a rather extreme close-up of a part that probably isn't meant to be looked at from this close up and the little details could probably be done as a texture or bump, displacement or normal map. If you want to model them, you simply need more geometry in your base mesh to support that detail level without (too much) distortion. You cannot just add extra vertical loops on one part of the cylinder without introducing creases, so the whole cylinder will need that level of subdivision in the first place. You could split up the main cylinder in parts with less or more segments if, for example, the top half doesn't need those kind of details. Under subdivision, a 128 segment cylinder will match up (vertically) with a 36 edge cylinder just fine. Another idea is to model this thing as a flat plane (still, with enough segments) and then bend it into a cylinder, that always makes things a lot easier. That being said, it does seem like a tricky thing to model in SDS because of the angles. I'm gonna give it a shot myself when I have some time :)
  12. btw (though I guess you are aware of this) Houdini has a free license (apprentice) that let's you do quite a lot. I think it's just limited to 1280x720 output and not to be used for commercial projects. The indie license is certainly affordable.
  13. Not sure about the plush/carpet look since I don't have Studio and I imagine it uses the hair module. However the content library does come with a preset globe object (just search for globe in the content browser) with a properly placed world map texture. Maybe that can help you on your way a bit at least.



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