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Rectro

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Rectro last won the day on September 15

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About Rectro

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

Profile Information

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

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  1. Hi Folks! we have a freebie!

    Thanks Rodrigo, I will check it out. Be cool to see what animations and rigging you have done, a area I aspire to get good at one day, I just make the characters, and do a little rigging here n there. Please still around and share your knowledge. Dan
  2. Help needed!

    Other than the leaves for the plant and maybe wood there appears to me very little to no texturing, but mainly materials. The lighitng is set up for each scene that best suits the project. The first thing is make the scene, then show us, then your get the best advice based on your scene. A scene like this can be lite with a single HDR image with GI on, or Direct Sun light. It would benefit from AO, and your be supriced how much a bit of Post work in Photoshop makes with colour balance, saturation, and contrast. Dan
  3. Global Illumination Alternative?

    The other methods have already been covered to fake GI, but as for External render engines, If your doing Architectural renders, Vray is very fast with low noise, and offers a fair amount of render nodes for a single licence. Dan
  4. Solution for this problem?

    Your welcome. Use physical render and a spot light with visible set to Volumetric does the trick. In the Noise and visibility settings of the lighting you have control on the Volumetrics for the God Rays. The GI will help bounce the colour and light inside the building. You can of course cheat the GI by adding lights inside the building if your renders are taking too long. Here is a image without GI no inside lighting to show the rays. Dan
  5. Solution for this problem?

    Hi You need first to get a front projection Uv map made of your window. Export a Template for the UVs, I cant take you though that as I dont use C4D for any UV work and found that even exporting UV templates to be a right pain. With that template you take it into photoshop and use Photoshop tools to warp, and scale the textures to fit the Uv template. If your model is made off the shape of the textures your using in the first place it should be easy to fit and scale into place. Im guessing that this can be done in Bodypaint, but I dont use Bodypaint and dont know if you can manipulate projected textures as you can in Photoshop. The lighting question sounds like you after GI this will allow colour to cast, and Volumetric lighting. Look these up on Youtube and alike and you see videos on these methods. Image below showing with and without GI Dan
  6. Modo with ACS Kit works even better and easier, there is nothing like that in C4D, not that works like that, and as fluid. The thing with the ACS Kit 2 is you can still rig your model with Mixamo to get ahead for skinning fast and joint placement, as this can be transfered onto a ACS Kit 2 Rig with ease, then you can import all your mocap files and 3 clicks its added to your rig. Often is the case that the hands deform bad, or something is not right, this can be corrected using the IK/FK blending, even blending between Mocap and manual key frames on top of the Mocap keys to then bake all your mocap animations at once into its own Action layer. The Baked rigged from MODO can then be sent over to C4D, and all the mocap animations put into a Motion clips. The good thing is you can also exchange weighting thats done in C4D back to the rig in MODO should you prefer the weight painting in C4D. C4D has a way to go to get to this standard, but it does have the advantage of Quadrapead rigs that ACS Kit dont have, and NLA. https://www.autocharactersetup.com/#product-overview https://www.autocharactersetup.com/manual/#retargeting-support Dan
  7. UV map looks warped

    Hi There is a few things that contribute to this. 1: choosing the best seams to allow it to relax, all it can take is adding one more seam down the middle and it will allow the Uvs to relax more 2: Lack of symmetry will give you inconsistent results, I dont even know If C4D UV tools has symmetry, if not thats very poor. 3: The UV Unfold algorithm as in how it goes about calculating the unfold. Hitting relax a few more times should fix it if the algorithm is good, but if you dont have symmetry its not going to be consistent either side. In the image below I take a similar shape to yours, but I bring it into Unfold3d, I choose the same seams as you, and hit unfold. As you can see even with less seams cut with symmetry it gets it even each side. Also note that with just two more seams from edges down the middle relaxes it much better. You need to see a heat map, and be able to apply a checker texture, I hope C4D has both. Sorry I cant help directly within C4D but this is so simple geometry that even C4D Uv tools should get this good if you have symmetry at hand. Dan
  8. Restricting your selection

    40hrs wow! Is your printer slow, or is this an average time for most prints? Iv been so tempted to get a printer, but been holding off as I felt the technology hasnt quite got it there yet for home users? Iv got a few sculpts of mine id like to print, but I do wonder what id had to pay to get a fast, easy to use, decent size printer. Look forward to see what your print comes out like. Dan
  9. Restricting your selection

    It does sound confusing, no I haven't done any printing. I know Zbrush gets used allot, maybe get the demo of that as read up on some tutorials. You may want to also check out some videos for C4D 3d printing, or go the Zbrush route. https://www.youtube.com/watch?v=8yaC2tY6GQM https://www.youtube.com/watch?v=USA29CuYOvk https://www.youtube.com/watch?v=3ORRxjfyPwA Dan
  10. No, they dont need to match in the Tpose, and Retargetting should allow for different scale skeletons as long as the joint orientation is the same. I had given up with retargeting within C4D, had too many issues with it. From memory In MODO I can bring in any scale skeleton and only its relative position and rotation drives the target rig, this is not the case with C4D from my finding, its not somthing im doing every day. These days when I want animation I use Mixamo rig, Mixamo animation and Motion clips for fast results. At times I go through MODO as its ACS Kit lets me do things C4D cant do such as keep my IK FK full controllers in tact while using Mocap, auto conversion from Mixamo joints scale and position, orientation to ACS rig, and key frame editing over the top of Mocap keys, non of which C4D Studio Character tool can do. If your target rig and mocap rig have different naming make sure you uncheck the "Hirearchy instead of names option" for the retargeting tag options Dan
  11. Restricting your selection

    Its a decimated mesh, the triangles are all over the place, Im not clear what polygons could be said to be in the Y position, what is it you want to to do with this selection, what would you say is tidying it up? I wuld have thought that as long as it is water tight, and has a mesh dencity thats within the level you need it would be fine? Iv not done any 3d printing. Dan
  12. Hi If you bring the large skeleton into its own scene and do a scene scale down then it will keep the animation in tact you can then copy and paste this into your scene with main rig. If the joint orientation is different then it will not work regardless of scale. You can also use motion clips but the rigs must match as stated. i find its much easier to use Mixamo animation with Mixamo rigs. Dan
  13. Great! Your welcome. Dan
  14. Hi I cant see no screen shots. The scene I assume your meaning the viewport where you rotate around your object and edit it? There are vizibility options within the object manager one to show and hide the object from the Viewport when Red, and the other to hide it from rendering, also when Red. There is another way in which you may had "hidden parts" and thats the Solo buttom located at the bottom left of the UI, is that being used? You can also hide and show parts that are in layers, so id need to see some screen shots to find out which method your using to hide/show a object. PS: Im uploading a short video, that should help in case you have missed something. Dan
  15. Can anyone help me with this?

    You could use multiple spheres shapes different sizes and add a Collision Deformer as Outside Volume. PS: Quick example I mocked up quickly, shows Collision Defromer. Dan

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