Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


luchifer last won the day on April 21 2016

luchifer had the most liked content!

Community Reputation

38 Noble Beginner

About luchifer

  • Birthday 05/23/1976

Contact Methods

  • Website URL

Profile Information

  • First Name
  • Last Name
  • C4D Ver
  • Location
    lima, peru (latin america)
  • Interests
    Close, open-relationship: C4D / Zbrush
    Hate / love: Maya / Houdini
    Former gf: XSI

Recent Profile Visitors

1,549 profile views
  1. Some effectors -like the time effector- dont have a Normal attribute to point them towards a specific direction, only position in space. Perhaps is that?
  2. Excuse for what? If stability is so easy to achieve, then by all means whats the excuse Modo and Maya have to crash so frequently?
  3. Not just more control. Houdini is powerful but tools that work om the fly here simply doesnt exist there and if you are used to them, you have to recreate them and sooner than later you'll need vex. Last time I used Houdini, in order to clone (copy stamp) around polygon center you need to add an attribute wrangle to find the center point of the selected primitive and delete the remaining points using vex, and God I hope they have added a node to orient a clone around a normal instead of using vex or the unintuitive workaround of adding a facet node I believe?
  4. Probably can be faked with AO and noises
  5. To be fair, C4D / Xparticles requires zero knowledge of scripting to be proficient with it.. while Houdini on the other hand....
  6. Node base materials - Same im using Redshift, but hopefully they expand it to Xpresso ProRender - Seems like V 1.0 (last one was alpha/beta) Lets wait and see. Cant hurt another GPU render if they fix the speed. Mograph Field - The whole point of Mograph is to work faster and easier, so its a really great update, one who translates all across C4D into Particles, Deformers, Vertex Maps. Its the reason we use Cinema 4D instead of another 3d app. But, if you prefer animating by hand, by all means go for it. CAD data import - https://www.traceparts.com/en browse them yourself (100 million parts) and see if it doesn't help you at all for modeling. Volume Modeling - Is extensively used in Houdini, so I'm not really sure why are you complaining about this one. From modeling to importing VDB http://www.openvdb.org/download/ MAXON is just starting with this one. You missed Multi-instance cloner, a must if your viewport begs for mercy when using Mograph, some enhancements to Object Tracking, and the long awaited delete polygon + vertex with a single click.
  7. Main difference between Octane / Redshift / Cycles / Arnold and C4D native render are interactive preview, speed and flexibility. Octane / Cycles have some cool glows and color presets that can be done in Post. Even Arnold can be a lot faster than C4D physical render. If you value IPR, speed (workflow and/or render speed) and flexibility, you should get into GPU render or into CPU Arnold. IPR alone let you spend less time setting up your scene mood, and even if the final render is slow, you can let your PC do the work overnight. Octane is going to be free -no release date yet- for users with less than three videocards. Maybe Redshift will follow (they said they will going to add a monthly sub like Octane does).
  8. With sound and more sampling. Thanks a lot guys. Its finished.
  9. about the smoke, first I was aiming to tell a story.. a starship crashed on Europa, a couple of astronauts wounded and then the mecha protecting them from the monster that was mostly curious about what happend.... I did some tests but real life caught in the way for a large scale project because of my firstborn who is one year old and learning to walk. I couldnt finish it the way I wanted. I ended up discarding the astronauts (but I will model them later) and changed the story to reflect the monster as some kind of huge polar bat, living in Europa and the mecha being the trespasser, and the conflict resolved through peace instead of heavy tech weaponry, and because I always wanted to do sculptures with a little camera movement (zoom instead of turntables, or like the intro from Black Sails), thats the look the image ended up... so, yeah.. I guess I could just have rendered some layers and composited them together.... Im adding the different passes I used to make it. The total animation is 360 frames, and then im gonna do something else, because I cant wait to go back to the drawing board with a proper story. with proper normal maps, and something that wont change during production thus saving me time for my little one. I aimed for natural colors, to reflect the beauty of the environment and to show the mecha (green / orange) and the smoke as the outsiders. I thought I could make it work, but I still have a lot to learn. Also, I tried to do this project the proper way, because Im a little tired of hearing a lot of people thinking Cinema 4D is "that tool for Motion Graphics", so I composited several AOVs in After Effects. Im adding some AOVs, tomorrow I will uploading the animation and start doing either a tank mecha or a lab... I dont know yet... but I will keep trying to improve thanks to your input guys (composite pass, beauty, depth, puzzlematte of hair, volume fog and volume light)
  10. I had another look on the image, also a test with camera movement (no animation). Little tweaks here and there. I wasnt really aiming for a scary look.. the monster is just in his ecosystem, like a lion or a polar bear would do. or react. Perhaps its the lighning on his face that washes away some detail.. I cant do much at this point because the render is taking way too long.. I have two machines (40 minutes on a quadro M 4000 / 17 minutes on an GTX 1070 ti). I had to "reduce" the image size by rendering 1920 x 806 and cheating with a "cinema look" to avoid extra rendering time. Once I figure out how to upload a video, I'll post again.
  11. last update. I tried your recomendations (as far as my free time allowed me), and I think it look better than before. I also re-light the smoke, to be darker. I still havent worked on the tooth modeling, but I worked a little on the material, and in the eyes of the monster as well. Thanks.
  12. Thanks for the input, I appreciate the critique. Yes, the teeth was an after-thought because his birthday / deadline was right behind the corner (last 25 april) and he is starting to walk so I had less time to work so I rushed some things that now Im trying to correct. Also, I thought -because the monster was far away- the blur and atmosphere will "hide" the lack of detail, but I really liked the skin so I opted not to blur him too much. I really suck at coloring images (I have a bad habit of using very few colors but I have to improve that also), and because I enjoy a lot more modeling than texturing, I mostly use triplanar and do some texture layering with falloffs, and try to compensate with some lightning and mood in the final composition. I'll be more careful in the future. I did a spaceship for him too.. and yes.. I already bought Legend of Drizzt boardgame and Arkham Horror Living Card Game for when he is ten years old (the last one maybe when he is a little older than that). Edit.. also modeled in Zbrush / C4D, Rendered in Redshift / C4D
  13. Also, this is the scene in C4D, viewport was very responsive once I separated everything into its own layer and decimated / collapsed some geometry. Hair of the monster wasnt too long to calculate either, I separated all the pieces for animation, but ended discarding the idea.. I just love C4D / zbrush workflow so I will keep doing some sci-fi or whatever.



C4D Cafe is the largest CINEMA 4D community. We provide facilities for discussion, showcasing and learning our favorite software :)
  • Create New...