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hvanderwegen

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hvanderwegen last won the day on December 14 2017

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About hvanderwegen

  • Rank
    Cafe Junior

Profile Information

  • First Name
    Herbert
  • Last Name
    van der Wegen
  • Location
    Vancouver
  • Website URL
    n/a

Hardware | Software Information

  • C4D
    12 (or older)
  • OS
    Windows 10
  • GPU
    i7 920 / GTX1080

Recent Profile Visitors

2,549 profile views
  1. I learned a neat trick two weeks ago: use virtual walkthrough while recording the camera movement in realtime, add key samples to keep the pauses in movement, then smooth the curves a couple of times to create a nice looking smooth movement. Very quick and neat trick.
  2. Yeah, I agree. It might not be quite obvious from my response, but I prefer polygonal modeling myself (since I tend to do much more hard surface models and more stylized cartoony stuff). For high-end realistic organic characters sculpting is the way to go - which is what I tried to say. Anyway, I find the two methods are more often than not complementary, and I may switch between the two while modeling. As you say, good knowledge of poly flow is essential during the retopo as well. I love to switch to sculpt mode after modeling some hardware and put in dents, or deformi
  3. No worries! Half the work is thinking it through before starting to model something. I suggest checking out the pushing point books as well. In my opinion some of the best material out there about classic "old-school" subdivision and polygonal modeling technique. I say "old-school" because nowadays almost everyone switched to Zbrush or sculpting to create characters, while only relying on polygonal modeling to start a base mesh to work from (if at all). *edit* Someone posted this video demonstrating their process to model a dragon using the traditional "old-school" pol
  4. @CerberaYou are of course correct. In my rush I omitted the step to dissolve the edges to create quads only. I would also add one loopcut in the face to reduce the poly stress caused by the mouth. Looks better now. Flow should be more natural and follow the face lines, but I did not want to spend more time on it. I am not convinced that a pure all quad process is required in all cases. Tris can be used, especially when they are part of sections that remain hidden or part of a flat/static area that is not affected
  5. I have seen alternative cooling solutions from vendors here and there. According to Linus the ram and cpu temps are pretty much the same as running a 2080ti card with the official card.
  6. A worthy upgrade from my GTX1080 - if I can get my hands on one. I will await the 3090 results.
  7. In the end it doesn't really matter. Some things are faster in one app, other things in the second app. What is important though is to understand poly flow in subd modeling. William Vaughan's Pushing Points books are a great resource for beginners in this regard. These books are application agnostic. http://pushingpoints.com/v2/the-pushing-points-topology-workbook/ http://pushingpoints.com/v2/the-pushing-points-topology-workbook-volume-2/
  8. It's funny, because I asked about a grid fill function four years ago. Saves so much time in many instances.
  9. The steps are more or less the same in any app. Add a sphere. Delete the top and bottom two rows. Rotate by 9 degrees in H axis. Here is the hard part in C4D: there is no grid fill, so it must be done manually. with bridge and cut. First delete the bottom half, and add a symmetry object in the XZ axis. Use the bridge tool to fill in the rows. Followed by to cuts. (Line cut tool) Now scale in the Z axis. Set the Axis to Root before yo
  10. The trick is to create a 20 sided sphere with 6 rows: the star character has 5 sides X2, but you actually need twice as much to maintain the rounded sihape after adding a subdivision object.. 1hen delete the top and bottom points and rotate by 9 degrees (360/20/2). Perform a grid fill to fill the top and bottom areas. Followed by flattening the sphere and selecting these poly strips: Followed by scaling the selection. Scale the individual selections to fine tune the roundness. Add a subdivision surface at this point to
  11. It really depends. Currently I myself am looking to upgrade an almost 13 year old machine (i7 920), and the only reason why I did not have to do this sooner, is because I rely on a relatively new GTX1080 to render in GPU render engines like Cycles, ProRender, Octane, and LuxCore. As a C4D user your native GPU renderer is ProRender, but C4D's version is not that mature. The internal classic render engine is purely CPU-based, and aging. If you have access to Redshift, the choice would be simple: go for GPU rendering. If you decide to stick with the old classic renderer, a fast C
  12. To test whether your Titan works correctly, I would download Blender and the latest ProRender plugin. Or just Blender and turn on GPU for Cycles, and render. Cycles would use CUDA, while ProRender would test your OpenCL drivers. It would tell you if your Titan card works or not.
  13. The Titan RTX was released in December 2018, while R20 was available two/three months earlier. GPU render engines are generally not compatible with newer cards until the code is updated to support those. Unfortunately, that probably means that R20 does not support the Titan RTX. But your post sort-of implies it did work before. Has it ever worked for you?
  14. I like the new Sketchup-like extrude. All new features in 5 minutes: https://www.blender.org/download/releases/2-90/
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