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Alec last won the day on June 30 2016

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  1. Thank you so much for this! I've seen it done before but I've never been able to find a good explanation of how to do it.
  2. Really nicely done. It looks great. I'm wondering how did you go about turning the hair geometry into actual hair?
  3. I still have these ones from back then. not sure if these are the ones with the most developed expressos Cloth With Controls 3.c4d Hair Tip Objects 2.c4d
  4. Oh okay. I thought you just wanted to know of a time remap feature. Not too sure about this one. Your user data button would have to set several values and put down keyframes in a single click in order to be useful. Maybe you could do this with a python script but I don't know enough about that to offer any advice.
  5. you can use a time track to do this. In the timeline under special tracks you can apply the time track. Every animated property in the timeline has a spot in it's properties to link it to a custom time track. So I like to create the time track on a null object called "Time" and then drag that time track into the time track slot of each animated track that I want to follow along with it. this explains it i think. https://www.youtube.com/watch?v=q6AuonzrDJ4
  6. Sorry I put this in the wrong section. I didn't realize there is a new sub forum for 3rd party renderers.
  7. Where I work we have Octane running on our workstations which are 2010 mac pros with a single 980 in them. We also have 3 pc's each with 5 1080ti's in them serving as render slaves. We've been using this setup for a while but one big problem we've had is that when rendering a sequence, Octane will get stuck saving a frame indefinitely. When this happens we simply disconnect the render slaves and then reconnect them, the frame saves and the render moves on like normal. This happens both with picture viewer and render queue. Has anyone else encountered this issue? I have read that it happens because of a simple failure of communication between the main computer and the render slaves. I need to find a way to fix it because I don't have time to monitor the render and reset the render slaves whenever they get stuck. C4D r16 Octane 3.05.3
  8. Oh I didn't mean voronoi specifically. I just meant if fracturing and keeping UVs was possible in C4D before the new version.
  9. Thanks, that looks pretty promising. I wonder if it is even possible on any version previous to r18. I know that in the past people probably used houdini for it.
  10. Hello everyone, I'm wondering if anyone knows if the voronoi fracture in r18 will keep the original uv's of an object. I've been searching for a way to fracture some models that I have while keeping their uv's intact and I haven't had a whole lot of luck. Xplode seemed like it would work, but the geometry it creates does not accurately look like the original objects. I also tried thrausi but it does not keep the UVs.
  11. have you tried just copying all of your scene into a new project? That's usually a quick way to ensure all of the project settings are at their defaults.
  12. Thank you both. I see why it would cause problems to sculpt a character like that. I'm gonna experiment with it a little bit when I have time though. I just want to see what xnormal does when the highres object is two meshes slightly overlapping, and the low res is a single mesh encompassing the whole thing.
  13. That's what I mean though. You finish the sculpt, you have to export a highres obj for doing retopo and generating maps. My question was should you export and retopo each part seperately or combine all the sculpted peices into a single object and export that way. aside from robotic characters or characters that are obviously separate pieces, do you think a more organic character could be approached this way then? Thanks for the reply.
  14. I would start by blocking out the camera movement and timing using low res dummy geometry to represent everything including real flow systems and particle systems. This way you could copy the camera to multiple projects and work on each part of the scene separately. if you are worried the shot will become too heavy for your machine, I would definitely plan to build the shot in pieces and unify it in compositing.
  15. Hi everyone, I've been watching a lot of videos of people sculpting using various techniques. One that I like a lot is to lay out the character with a series of primitives instead of modelling it as a single mesh. Then each primitive becomes its own sculpt object. I like this approach because each part of the body can become a lot more detailed and you get a lot more control while you sculpt. My question is once you're finished sculpting, would you combine all of the meshes and retopo as though it was just a single mesh? If you do treat it as a single mesh, there will be intersecting polygons where all the different meshes connect such as at joints. would that be a problem while making displacement and normal maps in xnormal? Lots of things to think about. I'd like to try sculpting this way, but I don't want to do a lot of work and find out that I can't do a retopo or generate maps the way I need to.