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MJohnny

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53 Noble Beginner

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Profile Information

  • First Name
    John
  • Last Name
    Malak
  • C4D Ver
    14 Studio
  • Location
    Slovakia
  • Interests
    Creating photorealistic materials, lighting & post work.

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  1. Coffee Jar seal peel

    Have you tried pose morph tag? Creating key poses by moving the mesh points by hand as per your storyboard and animating between them?
  2. Should you have too many different tags on your obejct, you can choose somewhat easier display, as shown on the image below. Easier to select them this way as well. By default, all tags are stacked on right side of your object.
  3. Gear shape

    You could minimize the undesired effect by dissolving extra edges. There would be a small bump, but barely noticable.
  4. Have you tried surface deformer?
  5. Your setup seems to be working OK. Whether you have a separate alpha or it's together with beauty is your choice.
  6. I suggest you to do this in photoshop. The 2nd image migth be doable with lighting tool in c4d. However I doubt that these images are raw renders without any kind of post work.
  7. Rendering reflections issues

    Is it the black behind the scene/camera reflecting or is it an issue with material? This is hard to say without project file, but it seems to me like 1st mentioned.
  8. As CBR said, work only in greyscale when creating transparency mask: Pure white is 100% transparent Pure black is 0% transparent Red to blue is a hue change. No effect for transparency.
  9. It is more complicated sadly. Transparency masks are all about value (not hue, nor saturation). Colors in your gradient have the same value, only saturation is different. Look what happens when I get rid of saturation. This is 100% opacity for the whole shader.
  10. I'm using older version which doesn't have reflectance, as you can see on screen, so can't help with that. Try to choose different projection types in lumas, instead of planar. I can't see any anisotropy rings on your render, so you may not need it after all.
  11. Assuming you're not using 3rd party renderers, c4d has a special shader for anisotopy made the "easy way". You'll find it under Texture>Effects>Lumas. I hope they didn't remove it in new version, but it has been there for ages. Make sure you enable Anisotropy and select projection that fits your case. If this doesn't give you desired result, then you'll have to do it by "hard way".
  12. How to model diamond quilted text?

    Adding another possible way: 1, watch YT tutorials on modelling a high quality chesterfield (not like my mockup) 2, model a flat sheet of chesterfield in c4d 3, create you base objects - letters G, O 4, use surface deformer to stick the chesterfield onto a letter Notice the issue with pattern facing towards the middle of letter, instead of vertical alignment. Someone knows how to solve this?
  13. Rounded typography from spline

    I found 2 tutorials that may be helpful in case you are using spline + extrude nurbs. Both tutorials are about Motext, but I tested it on simple spline text + extrude. Works just fine.
  14. When are Ngons OK?

    Certainly possible with SDS modelling, but involves lots of cutting, moving points around, sliding edges, adding supporting loops, solving triangles and n-gons... such as in CBR's example, which, once you get a grasp of it, can be very enjoyable. However, bear in mind that: 1. Instead of simple perforations (circular and rectangular holes in TV screen), you may need to carv a 3d shapes into a surface. 2. Your schedule is busy and the client couldn't care less about the mesh, since he gets an image/animation, not a 3d model. It is OK to use booleans if you know how to use them so it won't hurt the final render and it will make your work more efficient. Don't think MAXON would include garbage models in the preset library, only because they were rushing with models.
  15. When are Ngons OK?

    Using booleans on flat surfaces gives me pretty much no hassle. Especially when you need to carv in complex shapes into a flat surface (such as back of TV screen or even more complex). You have to use "break phong shading" in order not to get ugly artifacts on your mesh and/or hide new edges. So when is it acceptable? For efficient complex modeling in my case.

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