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  • C4D Ver
    R17.055 Studio
  • Location
    Cologne, Germany
  • Interests
    hard surface, texturing, realistic lighting, music, playing guitar, tennis

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  1. thanks for the tip! I modelled the r2d2 in C4D and also the ground, wich is actually a low poly model which I textured in Substance painter. The rocks are actually all the same just roateted and scaled :D And unluckyli I rendererd the scene in 3ds max, but since the most work that was done in cinema 4d casue of the R2D2 I decided to upload it here.. I rendered it with vray :) Because I sadly dont have a license for vray for c4d.. Luis
  2. Thanks a lot, and yes you are right. I will try to give the rocks more detail tomorrow and then share it :)
  3. Thank you! :) yea I was concentrating too much on this atmospheric fog-like effect and thats why I certainly missed some detail.
  4. Hi guys, I have been playing around with atmosphere effects and I wanted to create a small snow scene :) this is the result: thanks for feedback!
  5. Hah I Knew I was wrong with it, cause you already mentioned it on a video some months ago, but I wasnt sure anymore :D Really nice looking gun..! I ofcourse will share my endresult later on the wip's forum :)
  6. SIigor thank you so much for the video! Really appreciate the effort you put into this..! It fixed the problem all the way, and I Learned even more from it rearding topology and fixing geometry :) If you still wondering, this is the reference gun I am trying to model these days, this is like the front part :) Thanks man! ps: I didn't notice the keyboard watching the video, and I watched it before I read this :D And ofcourse, thanks to the other guys helping me and replied on the topic! :)
  7. ok I uploaded it as fbx Already thank you very much! :) testq.FBX
  8. Hi guys, This might be a dumb question, but I cant find a solution..: working on my new game model I faced a problem which I couldnt fix. As you can see on the screenshots I want a smooth sharp edge, but when I bevel the edges for the high poly, the bevel creates an undesirable result (2. 3. photo) Now when I remove the edge which creates this pole, the high poly turns out smooth and good looking but I have a N-gon there which I dont want since I want to improve my topolgy skills.. Really dont know how to fix the N-gon without creating this certain pole.. thanks in advance :) Luis
  9. as always thank you for your answer and honest opinion! Regarding the render and textures: the reference real gun has these plastic like materials which i tried to imitate, that can cause the boring render.. And I will keep your tips and mentions concerning the topology in mind! Alsways thank you for that, I know topology is the bad down side of my modeling "skills".. :) Luis
  10. Hi, just another game asset I worked on, which took me much more time than previous models, because of the details I tried to consider :) Regarding the Topology, I know there are some huge ngons, but espacially on the grip I tried to keep it almost quads since it is a more oragnic shape. Looking on the red circled areas, there is a big mess going on. But because this is a game asset, inserting hundreds of loops would have blew up the poly count, which was already pretty high.. thanks for any opinion! :) Luis
  11. Since I am really new to this kind of stuff, I can not help you out on that, sorry.. Maybe you should rather creating a new topic in the forums with this particular topic? Luis
  12. Then you have to shoot the game engines not me! :D They are doing that.. =)
  13. got you totally wrong, sorry for that can you not just select the objects and put ID map or material on it? You probably already tried this...
  14. hmm no Im sorry dont really know a solution.. for what do you want the several maps particuarly?
  15. Thank you for your opinion! :) Ok interesting to know! Never really heard about it yet (But since I am not very long in this field of work, this has nothing to say! :D) But I am really sure the big eingines like unity, unreal etc. triangulate the model - here is a quote I found from devmaster.net because with my english iw wouldnt be very understandably... :) All 3D objects that we see on the computer screen are actually made of tiny little geometrical objects often called primitives. Quadrilaterals, triangles, n-gons etc. are example of primitives. We will concentrate on triangles mostly because of one main reason: every object can be split into triangles but a triangle cannot be split into anything else than triangles. Because of this, drawing triangles is a lot simpler than drawing polygons of higher order; less things to deal with. This is why those triangles are so commonly used in computer graphics. ohh something went wrong with the internet quote... you have to mark the empty field and then it will apper :D first thanks! :) Yes I am using an ID map in substance, in the baking dialog I set the ID color source to mesh ID, I hope that is what you mean by your question :) Luis



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