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Everything posted by Bolos

  1. Thanks! Not rigged but I plan to do it. I'd like to make an animation with morphings between various stuff, but I'm not sure if I can handle this properly, we'll see.
  2. So I have been inspired @Cerbera being inspired by @anglereserve to post some color test I did recently. Pretty happy with how it looks like, just wasn't sure if it was worth sharing. https://imgur.com/a/wzXV1mN
  3. Ahah sh**! That's what I was kind of thinking when unfolding all parts, was naive I guess.
  4. Thanks a lot for sharing this! So much control. Do you plan to make some sort of tutorial to help binding our own character?
  5. Thanks :) I baked that at 32 bits 8K for a nice little 800 MO texture lol. Didn't tried more complex displacement though, but I think I'll try that later since that might be really helpful to create morphings I guess. Edit : 8K instead of 4K
  6. Smooth Unicyclist ( ͡° ͜ʖ ͡°)
  7. Works for me ! Just know that the cmd key behaves as the ctrl key in your setup. But I know it's the usual translation between PC and Mac.
  8. Finally managed to get it right! For those interested, here are my settings : Bake Sculpt options : - .tif / RGB (XYZ Object) + Round Geometry Redshift Displacement node settings in the screenshot. I also pumped the RS Object tag Displacement scale to 2.
  9. Thanks for the help. I fiddled with the baking options and the RS Displacement Node but I didn't managed to get anything to work either though.
  10. Hello, I'm hitting the wall on a simple sculpted mesh that I'd like to render with Redshift. Sorry if this has already been discussed but all I could find was Everfresh's topic about vector displacement. I also had a look on Redshift forums and found a video explaining the process from Adrian, but I think the problem lies within my baked displacement map. When I try the settings suggested (Intensity centered), the baked mesh doesn't even render as expected in the native renderer. The only displacement types that seem to work natively are the RGB ones. But then, of course, they don't work with Redshift. Any ideas ? I can send the project file if anyone's interested to help (I'd like to not post my files publicly).
  11. Maybe you could give a try with fields on a vertex map linked to Correction deformer ?
  12. Never took time to have a look a CBR's work. Stunning.
  13. Bolos

    Will work for free

    Glad to hear that! I guess he must make pretty stunning work.
  14. Bolos

    Will work for free

    Yeah it seems very hard to get paid decently nowadays. If I remember well, ten years ago when I started doing graphic design, I heard regularly that a graphic designer shouldn't work for less than 300€/day. 2019, I feel like an animator should get paid way more than that but it doesn't seem to be the case when I see rates. I also find this website pretty useful : http://www.shouldiworkforfree.com
  15. @MikeA Yeah I had a look at it but I think it doesn't work well with Fisheye cameras, I could see the resolution going down near edges, but not with a Standard camera. Here's what I managed to do so far, but I stopped working on it when the render times went beyond my patience when I tried to get more realistic clouds with volumes. Since I was planning to add more geometry, I think I'll leave it to when I'll be able to get a faster GPU. Anyway, thanks a lot for the help guys :)
  16. Bolos

    Will work for free

    I'm in the same boat as you, I don't find work. But Instead of working for others, I spend my time learning new tools/techniques and improving my skills. I took this "opportunity" to dive into animation and finished a video clip in December. It had some success online and I've been in contact with a few animation agencies. In the end, nothing materialised but that's already been a huge progress since I was used to just be ignored. So I'd suggest you to use your free time to improve your skills instead of working on projects where it's unlikely that you can learn/experiment. I also think working for free doesn't help anyone (with exceptions), especially those trying to get paid.
  17. I'm trying Volumes a bit more with textures generated from fields. I get something I like in the viewport but when I render it, it breaks. And it's 10 times slower. Do you guys know what's wrong here ? Thanks. OpenVDB_test.c4d Edit : Found out deactivating Motion Blur helps with render times and errors, but still have the texture problem. However, when I render a frame independently, it renders like in the preview. Edit 2 : Nevermind, the meshing process takes too much time when animating. I'll stick with classic polygonal modeling.
  18. Nice renders. Let me guess, they'll build premium tasteless housing complex instead ?
  19. I noticed that you talk about animation, so it may be a render settings problem instead, no ? If you look for "Redshift Tips" here, you should get some useful informations.
  20. I tried a bit to play with procedural texturing in Redshift but did not managed to make anything really interesting. Thanks for the tip though @vanderleden! @Fastbee yeah the camera is just moving straight ahead, but I changed to moving the texture instead. Just using disc instead of a plane improved a lot the bloating, thanks! Render times are still pretty long with added geometry in the scene, but I guess that’s just my hardware limitation.
  21. I'm trying to create an animation where I'd have some kind of "lunar" landscapes and started with a Desert look. I managed to make something interesting but I think it's very heavy. Since there's no "floor" object with Redshift, I used a square plane of 400000 cm, with 1000 segments. As the displacement wasn't looking good I enabled Tessellation with default settings and it looks closer to what I want but it slows down (2x) the rendering. I'm afraid I'll not be able to add much more geometry to the scene before it gets unusable. I also tried using a smaller plane in a cloner but C4D crashed. Is there any way to achieve a similar look without bloating the scene and render times ? Thanks!
  22. I guess the easiest way would be adding hair to the bottom edge of the blanket. I think You could also model them with polygons for a more realistic look, but I'm no cloth expert, so I don't know if having really small geometry would behave nicely in such a simulation.



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