Jump to content

Frokito

New Member
  • Content Count

    46
  • Joined

  • Last visited

  • Days Won

    1

Frokito last won the day on June 9

Frokito had the most liked content!

Community Reputation

17 Noble Beginner

Profile Information

  • First Name
    Hamza
  • Last Name
    Taheri
  • C4D Ver
    R20.026 Studio
  • Location
    Borgerhout

Recent Profile Visitors

804 profile views
  1. Make sure you click on play on the timeline (and the move the main sphere around)
  2. I followed the tutorial and it works perfectly. I've attached the file. You should make sure that the metaball has a enough subdivision and increase the hull value test.c4d
  3. I'm trying to create this ink-in-water effect without using plugins: I tried using volume builder and fields but it's hard creating the repeating folds.
  4. Thanks guys! Yeah I find the limbs a little too long but I also need to make adjustments in substance painter. I'll best do that before the rigging proces.
  5. I always wanted to create a 3d character here is my attempt. I learned a bunch of stuff. It's mostly finished but needs some little touch ups. I will rig it in the futute.
  6. Yeah def recommend Helloluxx! Beside the links above also search "motion designers community" on youtube. They have great tutorials. I like this one:
  7. You can use triplanar mapping. Here's is a great tutoria by Pingol: https://vimeo.com/224288357
  8. Great move by MAXON. I hope they will also buy Rizom UV
  9. I've also have the same problem. I posted my problem at redshift forums (https://www.redshift3d.com/forums/viewthread/23965/) but I did'nt find an answer except to maybe use vector displacement. @everfresh does vector displacement work better than using height displacement in redshift c4d?
  10. Now I think about it; shouldn't I subdivide the mesh when I go for displacement? In that case it defeats the purpose of having a low poly character
  11. thx Dan for the answer. I overlooked displacement map. I think I would go with displacement (instead of normal map).
  12. Hi, I created a character and it's fairly low poly. I want to to rig and animate it. But it needs some detailing. This the look I'm going for: http://buck.tv/#/work/project/17592/bankwest (the character on the bicycle) What's the best way to aproach high res. zipper and pockets for animation? I can easily model it but I want the deformation to look good when the character's torso bends, twists and stretches. How do I achieve similar result as in the example above but with good result (the zipper itself will not be animated)? Should I paint the zipper with custom normal maps or sculpt it and finally bake it on my low poly mesh? I want to avoid using mesh deformer for the zipper.

YOUTUBE CHANNEL:

ABOUT US:

C4D Cafe is the largest CINEMA 4D community. We provide facilities for discussion, showcasing and learning our favorite software :) Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, get your own private messenger, post status updates, manage your profile and much more. If you need to find solution to your problem or otherwise ask for help, Cafe is the right place.
×
×
  • Create New...