Jump to content

Onilgob

New Member
  • Content Count

    35
  • Joined

  • Last visited

Community Reputation

3 Poor

1 Follower

About Onilgob

  • Birthday 06/07/1993

Profile Information

  • First Name
    Dominic
  • Last Name
    Boglino
  • C4D Ver
    R17.055 Studio
  • Location
    Sacramento
  • Interests
    Science Fiction

Recent Profile Visitors

593 profile views
  1. So right now I am trying to learn about Normal Maps and creating them inside Cinema 4D and came across this short video tutorial. To sum it up in case you don't want to watch it, he is demonstrating how to bake a high poly object normal map on to a low poly object without having to UV both of them to be perfectly the same. Only the Low is UV'd. He proceeds to prove that only the Low is UV mapped while the high poly is in it's original messy state, and then bakes it. The specific function is found within the bake tag in the 'Normal' option as 'Ray Casting'. Time stamp is 3:24. So, my question is this: What version of Cinema 4D (I cant tell what he's using) was it first introduced? Is there any chance that it does happen to be in R17 (mine) and is just located somewhere else that I need to be looking in order to use it? I know it's probably not likely something that was around in R17, I'd just like to get some more concrete info on it and make sure. And then maybe some direction on where I should look for how to be baking normal maps with my version of Cinema.
  2. Onilgob

    Hard shape to achieve in SDS

    Wow, this is really clever. I never would have thought to utilize the boole this way. I will also give this a try. Thanks!
  3. Onilgob

    Hard shape to achieve in SDS

    This is amazing. Thank you everyone that took the time to respond and help me with this. So I think I am starting to get the hang of it, there are some some minor errors that I need to work out, but I am figuring it out as I go. Now, I'd like to ask, what is the process for you guys on this? I know everyone tends to have a different way of doing things, i'd just like to know all the options available to me. For example, one of the two scene files (Vector's), it looks like one was a cylinder that (I think?) was joined with something else and then worked on from there? It's hard to tell. I'm not very good at looking at someones mesh and being able to figure out their workflow. For mine I had a cylinder at 24 faces and another at 6, then basically joined them and worked from there. I worked on only one side and Arrayed it six times. This here is my attempt. Mine is the left-most one. I was using Vector's as a reference.
  4. Hopefully one of the many Subdivision gods here can help me with this. I am revisiting an old project and am having the hardest time recreating something I did using a boolean. Can anyone give me some topology tips on how to achieve this? This is an oldie of mine that I managed to create using a boolean; I am trying to do this with SDS modelling now. I included the scene file in case anyone wanted to look at it for whatever reason. Untitled 7.c4d
  5. Onilgob

    A "How Do I Model This" Thread?

    Whoops, sorry. I was blindly quoting the original source. Also, I was unaware, mostly, of these clubs. I knew they existed, but didn't know they actually did anything. Guess I should go poke around.
  6. Onilgob

    A "How Do I Model This" Thread?

    Yeah, I agree. I figured you guys would know the best guidelines to lay out for everyone to follow.
  7. Onilgob

    A "How Do I Model This" Thread?

    Could we perhaps start a pinned thread similar to the one over at Polycount, but on the forums here at the Cafe? I know that Anyone from any 3D program can go over there and get assistance since all modelling techniques are generally the same and carry over, but I think it'd be cool if we had one here that is even more focused for C4D, and would help anyone inquiring about a shape even more so than someone showing you how to do it in another modelling program. This way specific steps using specific tools and objects can be given. Also, One does not need to try and search the forums for a similar post and/or create a new post. Whenever I need something, i just go there and use the search function on that thread for the specific thing I want, it's just almost always steps given in another program.
  8. Onilgob

    Stargate Redux

    I have started the long and slow progress of modeling out the symbols, individually. Here is a before and after with the placeholders and the finals, respectively. Only have three done so far.
  9. Onilgob

    Stargate Redux

    Yes, Currently they are just floating geometry. I had just finished making all the symbols' paths and put them all in an extrude for the moment. I'm still trying to figure out how I can possibly get the patience to model all 39+3 symbols. As for this boolean plugin you mentioned, I wouldn't mind giving it a try if you show it to me. My issue with booleans is the horrendous mess it makes of the mesh. I used to live by that dang tool. These days I can't stand having my models topology being in such a state anymore. Everything has to be clean. Ooph, man. Dont get me started on those damn "leaf" engravings. I can't for the life of me get them the way I want them to look (These are the things I was referring to previously when I said "a lot of the details are beyond my current capability"). I would absolutely love to get it to look like it does on the actual prop. For now I have settled with this. Just like when I redid those Squares, I am hoping the idea comes to me later and then I can go back and redo it... unless someone here can help me out and point me in the right direction... Thanks for the feedback! Edit: I figured it out (the leaves). It really was pretty easy, I just was being a little dumb with how I was approaching it.
  10. Onilgob

    Stargate Redux

    Things are coming along really nicely, and i'm starting to get kind of excited with the overall result. But this update was more about the inner radius details. Additionally, if you compare to the previous post, you will notice I have completely redone the Square decorations. I spent some time and got a much better and more accurate end-result. So those inner ring details I had a long internal debate over. I really wanted to keep things pretty well under control polycount-wise, but I also wanted to have the kind of visual appeal and quality that you get from having the details actually modeled. Originally I was going to do normal maps (they seem to succeed at that pretty well), but not only will I lose a little of that visual awesomeness, but also... I have absolutely no clue how to create a normal map. I don't use bump or displacement maps very often unless I am adding in a detail that will be viewed from afar. I'd love some feedback on how to create Normal Maps though. There are later details I will be doing that I definitely want to be utilizing textures over mesh.
  11. Onilgob

    Stargate Redux

    Was busy and been away for a while, but here's an update! Starting to get the details filled in. I've pretty much given up on trying to make it a 100% accurate replica. For one, it's hard finding really good, highly detailed reference images. And second, a lot of the details are beyond my current capability. I got those "arch" decorations laid down and cut out (Boolean free this time!) For my next trick, the weird square twist decorations need to be cut out. After that I plan to do the gate symbols. That thus far has proved to be troublesome. Those I wanted to at least be full-accurate, but all the illustrations I am finding online are not proportioned correctly... I may have to eyeball it.
  12. Onilgob

    Stargate Redux

    So, the segments cloned perfectly into a radius and works beautifully. Cannot even tell. Beyond the Chevron itself, I haven't done any subdivision yet, that's going to be in the final phase. The greebles I am kind of hating (Outer-edge ring & underneath chevron). In the meantime I did a sort of placeholder until I can get around to doing them all properly. For now I just split the needed surface area off, then subdivided and chose random patterns with the occasional diagonal cut. Though, I only need to do one section and let it be cloned, it is still going to be slow and tedious work. It doesn't help that there is very little in terms of good, clear, reference images out there.
  13. Onilgob

    Stargate Redux

    Anyone have any quick-n-easy ideas on how to do this greebling? I would like to not go through and do it all be hand. But that's the only option I am looking at right now.
  14. Onilgob

    Stargate Redux

    Yeah. I believe they dropped something in water, and then captured that footage from underwater. Unfortunately I am not that dedicated... nor equipped. So, an update. I started working on the ring sections(s). I decided to split it up into three rings not including the 'dialing ring': An outer, a middle, and an inner ring. Then I segmented said rings so that when the time comes, I will just clone it 9 times in a radius. When I started, I made the mistake of not making the ring count divisible by a factor of nine, then to make matters worse, not realizing this until I was basically done and ready to segment it. I made a loop cut at the appropriate locations and hope that it wont cause any serious problems further down the road. Front with Inner/outer ring. --- Back side with all three. --- The middle ring with the triangular shaped cutouts and details proved to be a bit of a headache for me. I couldn't figure out how to get them to play nice, so in the end I just opted for floating geometry until I can possibly figure it out later. Finally, the cutouts where the chevron fits into has me pretty satisfied. Old me would have used a boolean there and called it a day. That's certainly what I did in my first version.
  15. Onilgob

    Stargate Redux

    That's awesome! I'm curious, as to how are you going about doing those? I have been thinking about how to do those effects and don't have any ideas beyond "take it from the show."

×