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Scillara

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  • Content Count

    24
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Profile Information

  • First Name
    Giulio
  • Last Name
    Tiatto
  • C4D Ver
    R17.055 Studio
  • Location
    Italy
  1. Scillara

    Import/Export Formats

    Ok, thank you :)
  2. Scillara

    Import/Export Formats

    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?
  3. Scillara

    Import/Export Formats

    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
  4. 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 ^^')
  5. Scillara

    Approach to a new project

    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
  6. 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
  7. Scillara

    Final - R8 model

    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?
  8. Scillara

    Final - R8 model

    Daaaa-mn those rivets! :) Very detailed indeed! :drools: How did you modelled the tires? I struggled quite a bit....I ended up using the warp deformer on pattern cloned in a straight line. Problem was that I made this in a new file, and when I scaled it down on the actual project the pattern was squeezed thin to half the size (basically I could have cut in half the poly count)
  9. Scillara

    Final - R8 model

    Thank you for the push, aaand now i need to go a little off topic here :)... So far i gather that most people approaching Cinema have a background of a 2d artist, probably they studied at some school of design. I...don't ^^'. I've the feeling that Photoshop, AE, etc. gives us more tools than we need when it comes to tweak our renders (in my ignorance so far, I barely used Curves or made a vignette so far). I guess that learning 'all' about Photoshop/AE would be an overkill. So the question is: what do I need to know about them to refine Cinema renders? Which key should I use in the search for tutorials on the matter? For example, in your first reply you said it was too dark: I believed it was ok since there was a fine contrast. How can I learn this detail? Are there any principles/guidelines?
  10. Scillara

    Final - R8 model

    I see, for now I'm quite happy with this...hopefully further knowledge on texturing + basic skills in post will help. Also, I'm slow AF :D ...I cannot say for sure because I worked on it in&out, but I believe I spent twice that time :D :goinacornerandcry:
  11. Scillara

    Final - R8 model

    Pheeeew, that's a relief :) About the model: I believe I managed to make a full quads-model...there are for sure some pretty stretched and ugly ones though ;) About DoF: there's is some, I realize now that it doesn't show in these shots. It's much more clear in the rim close up. I keep this in mind and lower the f/stop when needed. And yes, this is a straight out of Cinema render. I have a whole lot to learn on tweakings and taste after that. I was wondering two things: - since I'm unexperienced it's hard for me to judge when I'm the limit or the tools I use are: I mean, is there a wall you hit when you cannot afford to use external-renders, buy textures and stuff? - how much time should it take for a professioninst to model this? The rim with DoF:
  12. Scillara

    Final - R8 model

    This was the mesh... I'm aware that the tires have too many polys... I let them be since I made them last and so there wasn't much to slow down ^^'
  13. Hello everyone, I made this model of an Audi R8, starting from a reference I got from The-Blueprints.com (no vectors). I mostly used the point to point technique. For the honeycomb grids I used the cloner and added some bend deformers to match the car silhouette. I used simply an HDRI for illumination, rendered out with physical. As I'm still learning I'd like to hear your opinion and have some feedback on how to make it better :)
  14. Scillara

    Light reflections: different each frame

    Hello and thanks to the tips! I thought (later) about the higher-resolution render and the zoom in AE. The color mapping is a tecnique I learned in some online lesson to smooth burning white spots of lights. At the time I chose to try to avoid the post solution for a couple of reason: - will to go as far as possible in C4d for practice - complete lack of understing of separate-multi-alpha-objectbuffers-render-thing Speaking of which, I'd like to learn about it...I don't get very well how it works. Example: as far as I understand, I can render only a text in a scene to achieve a better control in AE later on...but does Cinema (and how??) keeps in mind that the text have shadows, reflections, etc. from all the stuff around it? If I have to follow my logic, I assume that Cinema must calculate the whole scene anyway. I'll make sure to look for some tutorials on the matter. I'm open to suggestion for links/what exactly search for.
  15. Scillara

    Light reflections: different each frame

    So, I tried to make those changes, but it didn't help. I managed to solve the problem by making the light hits the floor directly and adjusting the intensity/range accordingly. Still for the sake of argument...I'm a beginner, but my guess is that in the original setting the light was hitting the front panel and bounce off to hit the floor...since both those surfaces are blurry, each calculation for each frame had quite a few factors that have some kind of approximation...maybe I could have solve it with crazy high accuracy settings/sample counts, etc... What do you think? I would be happy to better understand these mechanics.

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