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Rectro

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Rectro last won the day on July 17

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About Rectro

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  • Website URL
    www.daniel-ripley.co.uk

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  • First Name
    Dan
  • Last Name
    Ripley
  • C4D Ver
    20.059 Studio
  • Location
    United Kingdom
  • Interests
    Fishing, sculpture, 3D art, Animation, Human Anatomy, Music Production

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  1. He could try to use volumes to push the skull into a copy of the plane, make it editable, then use the sculpting projection tool to project that into the original plane into a pose morph as you suggested, that way he won't need to sculpt a skull. Dan
  2. I also tried the collision deformer and like Cerbera can't get high enough quality to what the OP is asking. Vector displacements would work if C4D supported it, but that depends on how the animation was to go as if the face rolls against the surface or just pushes out. I tried with volumes, that did let me get the quality with a low voxel size. Dan
  3. How comes you're on r18 039, you should be on sp3 build 057? Best keep it up to date along with the forum profile. Dan
  4. Thank you, nice way to get them diamonds using the bevel on verts. Dan
  5. Cool stuff Cerbera, you got the file to share please, this is not normally my thing so be good to learn this stuff more. Dan
  6. Hi this looks similar to how I explained one way to make a wicker basket. Make a cylinder, rotate the top edges and add additional slices. This will create diamond-like polygon shapes. Convert the polygons to Edges then use the Edge to Spline command. Use Extrude and this should give you that effect, maybe a sweep, but once you get the curves there are options open. A Cerbera said Alphas is the quickest option. You could add a random effector to get the uneven organic human touch. Dan
  7. HI This is called Retopology, and is done with C4D Polygon pen tool. Here is a video I did on this. Dan
  8. Hi. When I started learning 3D software it was much more primitive than what I have now with C4D Studio. By the time I got to C4D I had a good base to start with but even then I needed to get comfortable with the software, this is very important. I first like to make sure I can navigate around the software and get a general feel for it. I would most likely be in demo versions at this point as there is no way id part with cash unless I was 100% sure I will get on with the software, and it will really dose what it says on the tin. I learned this from years before where id jump on a sale for software that I didn't gell with and it didn't deliver quite what it promoted. It took me years before I got C4D as at the time I was considering it, it lacked some essential features like native rigging presets and SSS Sub surface Scattering material for skin. I kept coming back asking questions like has this been added yet, or that been fixed. Id seek a general overview of the software like on lynder.com, pluralsight.com where they do a "getting started into C4D" tutorial. Greyscalegorilla.com has such a tutorial where you go through a project using various toolsets and its free. I would have had a main objective before I even got the demo, for me it was character design, rigging, animation. Once I purchased the software Id work on getting down to what I wanted it for and use the user manual extensively. I know from experience that the best way to learn is to spend more time doing, than watching videos, so Id think of a simple project and work my way through it. Along the way Id hit brick walls, this made me learn from the manual, tutorials, or forums where others hit the same hurdles. It would by the end of the project tell me some of C4D strengths, and some of it weaknesses and where I need to invest in some plugins eventually. Once I could get my way around the software and feel comfortable this is where I would target tailored training to my needs, Cinivercity.com has a huge amount of videos. I joined https://cmivfx.com/ and went through some videos on there, but made sure I got through them fast. I would learn a new feature and without delay go off and replicate it over and over again without looking back at the training. Repetition will hold it to memory. By the time I got through a video tutorial, id go off and do the whole thing from scratch without any video guidance unless I got stuck. Once I can do it from beginning to end from memory I know iv got it down. Now I have always believed that to test myself If I know something well I should be able to explain it verbally, and show it physically, if not then there are gaps in my knowledge. If I cant teach it, I don't know it. This is me personally it may not be a rule for everyone. If I had to start within C4D without any prior knowledge of 3D then Id do the following. 1: Seek a getting into style tutorial project-based. This will get you familiar with the software in general. 2: Learn to model. this is going to be at the core of most users unless your aim is to use pre-made assets, but you still need to know some modeling regardless. 3: Learn to Uv map correctly, and how to finish off a 3d model asset including texturing, baking, and basic usages of sculpting tools as a modeling aid. Steps 1 to 3 will cover a heck of a lot of things to learn including modeling principles, what structures to avoid, Hard surface and organic modeling, SDS modeling, edge flow, Uv mapping, body paint for painting textures. There is a good few years to get these things down or at least a year of full-on getting stuck in to get a decent 3d asset made to good standards but thats at a push in this time unless your just geared for it. 4: Surfacing including how to make your own materials including all basics on reflection, refraction, sss, procedural textures. 5: Lighting including basic lighting principles in which photography will teach you allot. 6: Composition, camera set up, and rendering settings. Steps 4 to 6 will take some time too but your begin to gather some knowledge on these as you go but its good to set their own a dedicated time period to get stuck into these areas. It wont take one pass it it, its a refining process that everyone goes through even after years of doing it. By the end of it you should be up to modeling an object with good edge flow and polycount, all Uvs done with texture maps complete ready for rigging if needed. This would be a good time if you wish to learn rigging. Dan
  9. Need to share the scene it will help us help you much faster. Dan
  10. It has flyaway hair in the clump settings yes. Easier Im not sure as the only other hair system I use is C4D own native one which does not have flyaway hair feature that Im aware of. As I know C4D own hair system much better its not fair for me to give a comparison between them. but for me the main differences are results are more predictable between what I preview in the viewport to the actual render. There are so many operators /Tags that you can stack up on the basis of order or operation which really seems to be very flexible while at times over complicating things. Ornatrix deals with some of C4D of hair system downfall that being collisions, in they the guides respond to the distance set. Secondly, which is a major one is the interpolations of the roots and hair growth, I don't get so many hair intersections in Ornatrix right off the bat, and that's before I added the operators that deal with that very issue more head on. Its faster to add hair groups, and when it gets added braids will be a huge one. There is two types of dynamics in Ornatrix, one is full Moove dynamics, the other is the Oscillator which is nice for small movements like fur. Dan
  11. Yup, you need to weld them pieces together as Cerbera said, or try the Dress O Matic. Dan
  12. Do you mean hair cards or the method to make hair follow the hard cards? Hair cards are time-consuming. If MAXON was to make the hair generation of cards self collide then making them and styling them would be easy. Dan
  13. HI Guys. Iv not had much chance to use Ornatrix beta, but with the added new feature which still has some things to iron out I thought id try my old model with its mesh strips, it didnt do a bad job with some tweaking. This hair was generated from mesh strips. Dan
  14. Many jump into 3d never having learnt any practical lighting concepts from real physical lighting in the real world, but only in the virtual one in 3D. So rather than look to training in just how to light in 3D look to training in photography lighting, then apply that into the 3d world. They both apply but I found more helpful info in photography books and videos. PS: What Ion said. Dan
  15. Hi Photography all the way. Learn the real lighting of photography, that's a good place to start. Even a basic 3 point lighting set up does wonders combined with getting the light size right for either soft or hard shadows. Changing the colour temperature changes the mood, great for fills, and rim lights I find. You can get light kits for C4D, it mimicks studio lighting so this is great to learn from the real world to the virtual one. Dan

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