Cinema 4D Plugin
Cinema 4D Plugin

JimmyBreuer

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About JimmyBreuer

Profile Information

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

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  1. 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 :)
  2. 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! :)
  3. ok I uploaded it as fbx Already thank you very much! :) testq.FBX
  4. 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
  5. 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
  6. 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
  7. 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
  8. Then you have to shoot the game engines not me! :D They are doing that.. =)
  9. 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...
  10. hmm no Im sorry dont really know a solution.. for what do you want the several maps particuarly?
  11. 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
  12. Thanks for your answer and opinion! Appreciate it very much :) Yes you are right, the triangulation actually doubles the poly count but theres nothing we can really do about it.. Because for example video games (as you already knew) can only run or calculate a model made of triangles. And since a quad triangulated results in two triangles it will double it, which is the sort of normal way. Regarding the texturing I can certainly underline what you mentioned because of the sometimes weird dust happening, which I didnt really considered texturing... Luis
  13. Thank you! Appreciate it :)
  14. Hi guys I just wanted to show you Count Dooku's lightsaber as a game asset I recently worked on. As always, I used C4D, 3ds max to unwrap and subsatance painter :) Luis
  15. Yes a nice video, thanks for sharing! And thank you for your opinion on these two render-engines, the needed GPU power is really one point I have to check before buying. Luis Thank you for the tip! :) I have now watched some corona videos on youtube, and it looked ver nice. But does it actually have a real time renderer comparable to octane? Luis