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everfresh

TDMSC
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everfresh last won the day on February 4

everfresh had the most liked content!

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About everfresh

  • Rank
    Cafe Logo Designer

Profile Information

  • First Name
    sebastian
  • Last Name
    pfeifer
  • C4D Ver
    19.053 Studio
  • Location
    Budingen, Germany
  • Interests
    everything cg related, cartoons and music

Recent Profile Visitors

3,417 profile views
  1. Robot Face tips?

    your example just looks like a regular face rig setup, either with pose morphs or joint based. or both. but the way i understand it you rather want individual parts that make up the lips which are moving independently without affecting the neighbor? if so there's a lot of different ways to do that, also using joints would be an option, or psr morphs opposed to point morphs which you would use on a regular, flexible mouth. you could also do it just with the geometry parts patented to nulls. if if you want it to be believable/realistic you should also think of the mechanics behind it, how it would work in real live and model it accordingly. just make sure you have serparate meshes for the elements that should move individually. face rigging tutorials for c4d are hard to find, but i recommend watching some maya tutorials on the topic, most principles can easily be translated to c4d.
  2. there's also the possibility to buy an egpu enclosure and stuff an nvidia gtx1080ti in it and use redshift or octane for rendering. this will decrease your rendertimes by a factor of around 10 to 50, depending on the scene. of course that's another 1,7 K in total to spend (around 800-900 for the gpu and around 300$ for the enclosure, plus the cost for the render engine, which will be another 500$) i'm running such a setup, and i'd say it's the best investment i ever made. if you're planning on doing mostly interior shots i'd recommend redshift as render engine, won't get faster than that for interiors. and physical is especially slow with interiors with a lot of light bouncing around, and also with volumetrics, so it will be painful for you in any case if you stick to the naturally given power of your macbook and native renderers. another possibility would be to just send everything to a render farm, if you do this work for clients you can charge them the costs, and render farms have gotten so cheap lately that those extra 20 or 50 or 100 bucks you will charge the client really don't add that much to the overall cost for your client.
  3. The Keys trailer

    this looks really sick. which renderer did you use?
  4. Pole Vector Twisting Ik Rigged Model

    for something like this i would use spline ik instead, gives you way more flexibility in motion.
  5. Rigging a gauntlet / glove

    first off, this forum does have a gig forum, it's called "the job line". ;) a couple of notes on your file: 1. this is not easy to get right, since you have metal parts where bends are happening, having the metal parts stiff and avoiding intersections with the fingers will be a tedious task, no matter what. 2. you're not doing yourself any favour with that dense hand mesh. a lower poly mesh will be much more easy to deal with. 3. i would split the hand mesh and the gauntlet into two separate meshes, also easier to deal with. then you could just paint the weights for the gauntlet with no fall-off to get it to remain stiff and paint the weights for the fingers with fall-offs for smooth deformations. you also might wanna create some polygon selection tags to solo certain parts of the gauntlet while painting.
  6. ah yes... tbh, i was kinda in a hurry this morning and didn't even watch the reference video... if it should be close to that i think you're right and there's no way around doing a good portion manually, if it's animating drones individually or carefully animating a bunch of individual effectors. maybe even restrict those to mograph selections. i think that would be the route i'd try at first.
  7. the push apart effector also works for matrix objects as far as i know, so this could be the solution to avoid collisions. edit: just saw the OP just has r17, so no push apart for him... another option would be to make the clones dynamic, but have follow position and follow rotation on relatively high numbers.
  8. 3D Artist 118 My Magazine Tutorial

    congrats! well deserved. i always thought that model was spot on!
  9. NAB 2018 - speaking at MAXON booth

    haha, thanks for the flowers, man :)
  10. C4D R20 - what do you guys expect?

    that sucks. makes me wonder how they could have not noticed it before release. i'd be under the impression if you developed a feature like this you would also do some animation tests???
  11. C4D R20 - what do you guys expect?

    ugh... really? i used psds on my eva fresh model, and they did render... although i was just rendering stills, but the morphs showed up correctly in the render. but good to know, will have an eye on it in future projects.
  12. you can always do both... great stuff on your vimeo page btw... you've got another follower! ;) i will have a look at your seamless ik/fk setup... looks promising!
  13. How to make C4D lip pushing?

    @kangddaninteresting... you've done it quite a bit differently... thanks for sharing.
  14. Pose Morphs Hierarchy

    regarding the pose morphs? i still don't know... i only did a couple of pose morphs for this rig and those i applied directly to the nulls i wanted to pose without any hierarchy settings ticked. most stuff i used to dial in with morphs i did now with xpresso.

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