Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Community Reputation

3 Noble Beginner

About Scillara

  • Rank
    Cafe Ronin

Profile Information

  • First Name
  • Last Name
  • Location

Cinema 4D Information

  • C4D Version
    R17.055 Studio
  1. I guess it depends on the mesh but, what about trying to move inwards the central polygons with 'soft selection' enabled and try to tweak the spline curve to match the ramp?
  2. Thanks Igor :) I'd be happy to learn more...I mean beyond the experience that comes with practice. I've already taken a course on modelling from a MAXON ATC in my country, but sometimes I feel that modelling techniques goes deeper. I can't tell by looking at some websites, if the training they offer is more of the same or on a different level. If somebody knows for a fact about courses/people to follow in the matter, I'd be glad :)
  3. Hello everyone, it's been a while. :) I'd like to share with you my second attempt to model, texture and render a car. (First attempt: https://www.c4dcafe.com/ipb/forums/topic/102766-final-r8-model/) This is a MB A Class, 100%quads ( I allowed myself a few complex poles in hidden places on the interior because I was getting impatient to finish ). Everything is modelled, including logos and textures/displacement maps with the exception of the tyre thread and side. Materials are made from scratch aswell. Doors, bonnet, boot can be opened. I tried my best to model interiors aswell, although the lack of precise image sources forced me to eyeball most of the stuff....maybe I'll make some renders later on. I used the physical renderer and made few newbie adjustments in PS to finish. I was hoping you could give me some feedback to improve further, especially in the modelling process/techniques. :) My goal would be to reach in time the quality of the models you can buy from turbosquid and such.
  4. Hello, thanks for the reply. The question of what is legal popped in my mind... I'm surprised that any car company allow this non-official model to exist. Such models could be inaccurate, misleading and damage the image of their product... Yet, apparently, making a statement about logo/brand ownerships is enough. I guess responsabilities fall on who buy the model and how he uses it. About the export: in the matter of materials, the issue is that each program has his own set of information for them (and also calls the same information in different ways...color,diffuse,etc.)? Would it make any sense to bake the texture of a material, even a plain one to keep the same look in different programs?
  5. Hello everyone, it's been a while... Lately I've been working on my second attempt to model a car (first was this: https://vimeo.com/278314625) and obviously I wanted to do better. IMPORT: vectors I'm not familiar with vectors but, since they're not free, I'd expected to be better than setting up background references. From the-blueprints.com, you can donwload for free a vector and try out how they work and, I have to say, I feel like I'm missing something...because if all you get is a flat, scalable spline inside Cinema, I believe it's not worth the price. Sure, I cannot count how many times I zoomed in and tried to place a point in the middle of a pixelated line, but I was expecting something like additional detail or more references in the 3d space. I feel like the hard job in modelling a car is matching the curvature and the creases, and I was hoping vectors helped on that. So, am I missing something? EXPORT:formats Another thing is the output formats. I've been browsing around Turbosquid and I noticed that authors often offers a couple of formats: obj, fbx, 3ds... What should I do to ensure that these files stay true to the original work? (example: i assume I have to make a simmetry editable) What kind of information are kept? (on materials, UVs,etc) Thank you, Scillara
  6. Very pretty! :) Double congratulations for enduring through the render time :D As a physical render user myself, I can really relate to 'home-made-renders-with-pc-on-for-days' (maybe with pc in the bedroom like me ^^')
  7. Hello Dan, thanks for the reply...I made basic basic basic rigging and quite some time ago. I hoped to refresh my memory and raise the difficulty level. Probably I'm trying to achieve something out of my league...on the other hand I could focus on a part of the whole idea (like just modelling/rigging the arm) I understand that first I need to make up my mind on what I'd like to model between armor suit/actual robot. As you mentioned, drawing it down will be step two to fix in my head how to model all the parts. I understand that using existing joints from the reference model would be a bad idea. Given that I'll need to make my own, I'll make sure to check out the Character Object....thanks for the clarification on the matter, it sounds very powerful :) Thanks, Scillara
  8. Hello everyone. I'm trying to expand my modelling practice to other features of C4D. For my next project I was thinking about modelling some kind of suit of armor/humanoid robot and from there make some proper rigging. In the past I learned (I believe) the basics of some of the techniques for rigging: - I made my own version of a robot arm (joints created manually and geometry nested in the right place in the hierarchy + ik chain) - basic ik splines - watched a couple of tutorial about binding an object to a joints chain + weighting - Character Object: I just know it exists, but it looks like an automated way to create your character joints chain based on some input (?) Thinking about what I'd like to do, I'm not sure how to approach it correctly for these reasons: - I plan to download a human model to use as a reference and model on it...I assume that I could find one with some basic joints...it would than be logical that binding what I model to the existing joints would work and require maybe few adjustments - on the other hand, since my model would be made of rigid parts, I'm afraid that it would be painful to manage each bend because I'd need to go over each weighting to avoid mesh distortion (and maybe not solve it completely anyway?). Then, I thought I could place the geometry where I need in the joints chain like in the robot arm example, but in this case I think I'd have an hard time modelling interesting elbows, knees, etc without having intersecting geometry during the animation. How should I tackle this? Does both/one/neither techniques work? Show me the way! (I might ignore better ways I don't even know exists) Thank you for your time, Scillara
  9. Thank you for the advice! I've something to start searching from that isn't 'how to not potato model' :D I understand very vell what you mean about the real time feedback. In fact, I let 8 shots render during a whole night with the take system with some combination of HDRI image/rotation. Thanks for the tips! I'm somewhat confident in the ability to learn the technical stuff, but sometimes I wonder if it no use if you're lacking knowledge in what EAlexander mentioned ('photography principles - composition, color theory, studio lighting') and personal creativity. I should dig deeper in the matter of color settings and stuff...not just in the matter of the screen. I had some issues before uploading pictures because, if I understood correctly, of some color settings that shown my images differently from C4D picture viewer / After Effects I'll look into the monitor aswell...I believe this is why often professionist also look at their work from different devices?
  • Create New...