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Rectro last won the day on April 11

Rectro had the most liked content!

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About Rectro

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  • C4D Ver
    19.053 Studio
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    United Kingdom
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    Fishing, sculpture, 3D art, Animation, Human Anatomy, Music Production

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  1. Final - R8 model

    No not everyone comes from a 2d background, or studied design, but of course these things help no doubt. If you have the passion, ability to learn some technical elements of the tasks your just keep layering knowledge and experience on over time. Photoshop or any post editing adds the polish, you can tweak the colour, contrast, and saturation or get more creative and push things further. To get the best from the post processing your be using multi pass rendering to separate the elements such as reflection, spec, lighting as well the backdrop, but at this stage it may be adding too much to add this extra load to learn, only you know this. The render is too dark, but some of this could be down the the way you monitor is set up. I use a Xrite hardware screen calibrator, but as long as you get close enough for now your get close enough. You can use some software monitor calibrators. When your doing post work if your monitor is way out your only adjusting values as to what your monitor is lacking, or showing you wrong. I wont cover the good advice already given again, but if you look at real shots of cars, look at others renders side by side to yours your see these value differences. Remember that C4D does have a filter so you can adjust basic values during and after rendering. Use the A/B comparison features of the picture viewer. Lighting is a whole subject of itself, so do a search on CG lighting for automobiles. Dan
  2. Final - R8 model

    Nice overall job, its not easy task to take on so well done. Each one will get better so keep em coming, take your time, speed comes later, quality over quantity is the way to go. Dan
  3. Vray Material

    Iv got nothing to go by as I dont know what result your getting to compare? Its the case if having the right font and the black, white vales the correct way around which inverting the map will sort. Dan
  4. Pose Morph Tag

    Unfortunately im not in front on c4d, and I could be guessing from multiple things can cause this. Did you use morph based fingers when making biped rig, are you animating the user data sliders for the fingers or trying to to make morphs off fk controls, are you animating the IK or FK are you blending between them both? Dan
  5. Pose Morph Tag

    First thing is update your profile and make sure your on latest version of C4D. Are you rigging it yourself or using the character object? When making a pose morph are you making sure that (In place) is not the chosen option as this allows the last morph to apply with the in place morph. Also are you making pose morphs from controllers or directly on joints, do you have hierarchy option on or off for pose morphs? If you post the scene many of these questions and more can be answered within a few moments of seeing the scene. Dan
  6. When there is so many joints needed a spline IK is the way Id go, but a IK with pol in right place can work, it just needs a little more attention to its placement. Ik if used with dynamics it does have a kind of collision force field that should keep them from touching. Dan
  7. Havent read all the above, just passing through but you can use the axis tool with snap on. Move the axis to desired edge, turn off axis tool then scale all the verts or edges and it will pull them all in line with the axis position. I wish C4D has a macro recorder it would make life so much easier at times. Dan
  8. Vray Material

    The mat feel is really down to soft lighting which is got from the HDR image or a light studio kit. The materials are rather glossy, and the degree in which controls this is the Glossiness channel. The lower the glossy value the more mat it will appear. The higher the Fresnel IOR value the more towards the front the reflection will appear. For a more accurate reflection use GGX. Using SSS will give a softer look to the material, and if used with a higher gloss it will appear more plastic. This render quality can be achieved with C4D quite easy, but the advantage Vray will have is the sheer speed in which it can render it out. I mocked this up in Vray. It has the basic settings as I said. It also has Vray Bloom slightly yo add softness. The file is bellow. Your need Vray 3.6 to load it. Dan balls.zip
  9. Vray Material

    If you can post the correct link then that would make things easier. Remember that Vray is scale dependant for both the light size, and object. The HDRi wont work correctly if its not put inside a Adv Bitmap shader, Vray physical camera needs to be used to get the balance between ISO, Fstop. Dan
  10. C4D R20 - what do you guys expect?

    This is my fear, but Im not giving into that fear just yet. This was the very reason I moved from MODO to C4D, only every year had this cycle of instabilities, and broken tools, along with high expectations of features that failed at the very least on the level of intuitive user friendly tools. R18 has certainly shown this as you say, and I hope its a blip, or delayed response during their transition to the new core. OpenSubdiv is something that either works or it dont, so they have to get this sorted, lets hope r20 will show this. Even if its a feature that not everyone uses it should at least show all their users their attention to their own tools, and adhering to past standards of having workable features out the box. What I dont want to see is new features being added that look great on paper but in actual reality don't work. MAXON certainly has a good reputation of stability, easy of use, and from what iv come to know well thought out implementations of workable tools, all but many being a tad old in accordance to today's technological advances. I hope MAXON reinforces these things with r20. Im a sporadic musician, and use Reason software. Reason 10 recently came out, for many the "10" should have been a huge shift in its core functionality, but it wasnt no more than a content bundle all be it a nice one for some whom didnt shed out loads for VSTi the year before. I do hope that to MAXON the "20" is significant to them. Dan
  11. Cerbera has already pointed out that the point order must match to transfer weights via the weight manager, you can try the Vamp tool in the character menu/managers, that works off the basis or nearest surface or nearest point. The following is the user guide description. "VAMP stands for Vertex Map Manager and is a powerful tool for transferring point-based data from one object to another. The objects can be completely different. They can have a different number of points and a different structure. Besides vertex maps, VAMP can transfer various types of selection, UV coordinates, weighting for an entire rig and the targets in a Pose Morph tag. Furthermore....," Another option you have if the rigs are identical between one bound mesh and another is to use the retarget tool, found by right clicking on the root joint in object manager, and within the character tags, or use motion clips which can transfer a animation from one rig to another identical one. Dan
  12. Only training for this is on Cinevercity, I think Bret Bays covers this. Its a 19 video set, this shows how much is involved. Dan
  13. Hi There is a issue but its not with the software but the fact that this is overlooked in the manual as in it is not mentioned. In the timeline from the view menu make sure Automatic Mode is on. This is not the solve to all this as I can tell you that you cant mix key frames via a animation layer with motion clips, it just dont work. Mixing animation layers with animation layers, that works. You can of course turn off a limb from the clips hierarchy by splitting a section but there is no blending for this and as such you can get some pops between layers. If your careful you can just do it in some cases. Im still exploring better workflows and so far iv found its easier to bake the clip into key frames, add animation layers, do your overriding/mixing animation, then bake the layers down for a new motion clip. Dan
  14. The polygon pen can be used for many things, for me its a nice re-topology tool, its faster to join, or fill edge to edge than the bridge tool, and you can make more calculated choices for edge flow on a existing model. I also use this tool for making characters heads, its very good for that. The Ngon thing is a important thing to stay clear from. Having more than 4 edges to a polygon causes so many issues from modelling tasks including using loop slice tools to rendering artefacts, all the way to bad deformation for animation, and sculpting. Dan
  15. The the view port filter you have Ngon Lines turned on. Turn this off the lines will vanish. This is a suggestion line telling you how you can avoid ngons. Dan