PBR Renderer
PBR Renderer


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About bentraje

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    Life in
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  1. https://www.cineversity.com/vidplaytut/siggraph_2015_rewind_bret_bays_creating_a_character_rigging_pipeline https://www.cineversity.com/vidplaytut/siggraph_2015_rewind_bret_bays_weighting_workflows_for_cinema_4d_character Among others.
  2. Have you tried clicking "W" that is the shortcut for Object Mode or World Mode.
  3. I think its equivalent is Clay Brush as opposed to Clay Buildup Brush. In addition to what Rectro said, I think there is also a slight alpha setting attached to Clay Build Up brush that gives its edgy look
  4. I get you. Basically, it's really about the eye. Sometimes, these tools hinder me. I initially thought Dynamesh is the way to go in whatever organic form since almost all tutorials uses it that way, but I couldn't really figure it out even watching the tutorials over and over again. At one point, I didn't uses Dynamesh and just sculpt away with the good old method of the SubD down and SubD up and it was really liberating. I said to myself, at last I finally found a workflow I am comfortable with. I want to also sculpt in Cinema4D but I am so ingrained with the Zbrush tools that it's kind disappointing to even try. For instance, I like the ClayBuildUp, but there is no "direct equivalent". I know there is the "Pull" brush but it is not the same. There is this nice imperfection in the ClayBuild that just appeals to me. There's also TrimDynamic and the HPolish but the "Flatten" tool doesn't really fit the bill. I really hope C4D has these defaults Zbrush brushes copied out. I mean they are the standard. You can never go wrong being with the standard. Besides, C4D, as far as I know, does not intend to be a leader in Sculpting. Why not just follow the leader. Or something like that. Or maybe it's just me.
  5. @Rectro Cool! Looking forward! This character creation process is really a life long endeavor. Been at it for several months, and I'm not really sure if I'm getting there. Anyhow, saw you're Zbrush speed sculpt and man, you're killing it. I saw some people using curve tube snap brush and other Zbrush specific tools but all you do is clay build-up, grab and standard brushes. At least that's what I observed.
  6. This is weird. Forum didn't notify me at all that there was a reply on my thread. Hi @Rectro, thanks for the reply. I understand that the guides does not really represent the actual hair, but I was kinda expecting close to it. Anyhow, thanks for pointing out the "restrict to guides " and the "clumping feature". It help in compressing the hairs.
  7. I have this guide lines set up, but when I check the interpolated hair, it goes way beyond the guide lines. This makes it hard to control as I do not want to make my guide lines too close to the head. You can see a clearer picture of the problem here. https://dl.dropboxusercontent.com/s/j0anw4z1unoqgkd/c4d020_hair_lines.jpg
  8. Why not open it in 3DS Max and convert it to OBJ?
  9. Correct me if I'm wrong but Material ID and ID Map is different things. Material ID goes right into the textureset list. The ID Map goes into the additional Map. I tried it putting the material ID again it goes to the texture list rather than the ID MAP.
  10. "do you want the several maps particuarly?" I do not really want several maps. I am going for one ID Map for several objects.
  11. Uhm. I'm referring to creating the ID Map in Cinema4D itself. This is the only resource I have But I wanted to created ID Map for several assets. In the video, there is only one asset.
  12. Looking good! By the way, just wondering, do you use an ID Map when using Substance Painter? If so, how do you generate an ID Map for multiple objects in Cinema4D?
  13. My reply would be totally but off, but regarding this "Normals, Bump, Specular, Diffuse, and AO." Just did a quick search and also on my personal experience, how would you go about applying AO map in a C4D Material?
  14. Correct me if I'm wrong, but the most preferred cloth simulation to date is Marvelous Designer.
  15. Good to know. Still waiting for @3D-Pangel to choose for a scene :)