PixelPlow Render Farm for Cinema 4D
PixelPlow Render Farm for Cinema 4D

Vizn

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About Vizn

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  • Website URL
    http://caseyhawley.wixsite.com/vzm3d/interiors

Profile Information

  • First Name
    Casey
  • Last Name
    Hawley
  • C4D Ver
    R16.050 Studio
  • Location
    Phoenix-AZ, USA
  • Interests
    3D - Games (Witcher Series, Diablo Series, Hearthstone, HoTS, Half-Life Series, DOOM Series) - Movies/TV (Animation, Dark Comedy, Sci-Fi, Fantasy, Anime, Documentary) - Music (eclectic - from extreme styles to reggae/dub to classical) - Semi-Healthy Lifestyle ;-) - Collector (Comics, Concert Posters, Music, Game Art)

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  1. I thought he wanted it to round down more at the ends like the lens corners are rounding down. Fundamentally speaking, under an SDS, I don't think that 'temple' piece will ever follow the same rounding as the lens no matter how many loops are added because it doesn't have the same supporting geometry.
  2. I hate when that happens! Freeze transformations. Simply put, child objects will take PSR coordinates of parent objects unless their transformations are frozen. Check the help for 'freeze all' for more info.
  3. Another option is to sweep half of the shape and symmetry it. Set the interpolation subdivs low, since you will get nice rounding with SDS, with an eye on having enough room to chamfer the corner loops slightly after making an editable copy.
  4. GSG tutorial that is more specific to that low-poly look. I was interested and played around with the techniques in the tut and it was pretty easy to get similar shapes. Grass could be noise displacement.
  5. Not an animator, but I'll take a stab.. Make two planes. One not visible to camera which is the collider, and the other which is visible. Do this with 'Compositing' tags.
  6. The camera in that reference is also almost certainly using vertical shift as the horizon line appears lower than center, yet the vertical lines are straight.
  7. Use a camera.
  8. My guess is that since your background in C4D is black, that the PNG transparency is knocking out some of the intensity. Not sure if you can set the PNG transparency color, but if you can, setting it to white or the same color as your luminous cubes might fix the issue. If that's not possible, try rendering with a white/purple background instead. If all else fails, simply duplicating the cubes layer in Photoshop 1 or 2 times might give you the intensity you're after. (edit: hmmm.. maybe 30 times!) ;)
  9. While you're waiting for your file to be checked, go into Preferences --> Files and enable 'Auto-Save' and never disable it. I believe this is enabled by default, so you might be in luck right now! Also, get into the habit of using 'Save Incremental...' when you want to keep a scene at certain states as you work. With these features, there is no excuse to lose one's work! ;)
  10. You could try scaling the axes (ax-ees) in the viewport... In Attribute manager, goto Mode menu --> View Settings and change the 'Axes Scale'
  11. Select the object and hold Option/Alt while adding the cloner, and it will automatically add the object as a child as well as take on the object's axis.
  12. Check out the 'Magnet' settings on the scale tool in UV Edit. So, if you select the inner edge loop and convert that to point selection (hold Ctrl and switch to point mode), then select UV Point mode, and scale from the center with the magnet function, it might be a little easier to do what you want. You can reverse the selection to the outer loop of points and do the same thing. Set the selections beforehand and it should be quick to switch between them to get the scaling right where you want it. Sometimes the points that fall between the inner and outer boundaries may distort a bit, but with the density of your mesh, this may not be an issue for you.
  13. Hey Cafe! I never made an official introduction when I first found these forums, but I've come to find the help and resources here invaluable and wanted to share a bit more about me and my background. If interested, head on over to my recently updated profile. With that said, I also want to take this opportunity to give thanks to the admins for this focused environment of mutual respect in the field of 3D as it pertains to C4D, as well as the skilled regulars here who are always willing to help and educate when they can. While I am not at the level of many here, I try to give back by helping others whenever possible. Cheers!
  14. Yes, on all accounts, but it all depends on how much overall experience you have. If you're just starting out learning 3D, stick to one software and tutorials focused on that program. After you become proficient, it will be easier to learn other programs, which then has the added benefit of solidifying fundamental understanding of techniques that can be adapted to fit any software. Enjoy the journey!
  15. Don't get me wrong, there are tons of C4D tutorials out there and a lot of them are Arch-viz oriented. I just mean that with Max there is a lot more of it. One might make the quality vs quantity argument here, but I would recommend sticking with tutorials focused on the software of your choice. Once you develop some expertise with one, it will be easier to learn another because they share many concepts, so in the end your execution comes down to technique. But you need a solid foundation in one or the other to first understand those core concepts and fundamentals of 3D modeling. My very first intro to 3D was learning the 'Hammer editor', made by id Software for the purpose of creating maps/levels for the game Quake. :)