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Vertex Helix

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Vertex Helix last won the day on July 11 2019

Vertex Helix had the most liked content!

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About Vertex Helix

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  • Birthday 07/13/1976

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Hardware | Software Information

  • C4D
    R16.050 Studio
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  • GPU
    I7 7700, GTX970

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  1. Hello community, my tasks the past few years never had me really using any of the two. They're both amazing pieces of software and staples in the industry for what they do. My licenses are 100% legitimate and registered with Next Limit and MarvelousDesigner respectively. Selling/Transfering license at a fraction of the price I got them: Realflow 10 Perpetual: 290 euros http://www.nextlimit.com/realflow/latest-release/ Marvelous Designer Personal perpetual: 240 euros https://www.marvelousdesigner.com/product/overview PM me if anyon
  2. Hello everyone, I am selling my single node licenses of Next Limit's REALFLOW and Esoteric's SPINE 2D Animation package at prices considerably lower than what I bought them. They're both fantastic pieces of software (but my 3D Generalist tasks the last few years hardly ever involved the need to use them) Contact me for prices and license transfer details
  3. Congrats CArpuzzese, that was a lot of hard work!! Best of luck at the Festival
  4. Not sure why but my fuse 's been kind of short lately. Been feeling drawn to Travis Bickle these last few days and decided to do something non violent about it
  5. Absolutely disrespectful & disgusting....they're going to lose a substantial chunk of client base and even if they revoke the policy, the community will always remember. (I think they may be getting these ideas from the way greek government operates the last 8 years...)
  6. Not sure to be honest @DasFrodo! Let me look it up. Ok, so: The oily/soapy effect we get to see in nature is light beams splitting to their spectrum as well , it's just that in the case of an oil bubble: "the wavelength corresponding to the constructive interference differs among the beams due to the oil surface curvature and this causes the reflected light to have various colours". Maaah.... I suppose what it means is that the rainbow effect in this case in not due to one beam splitting to full spectrum through a prism, but it's the collective of a number of beams
  7. C4D's own thin film effect will take you there
  8. Perhaps I need to take some animation lessons from you!!!
  9. Μπαμπη θελει δουλιτσα αλλα θα τα πας μια χαρα!! All of the guys made great points! Not killing the joy as @Cerbera mentioned and picking your fights are paramount. My two cents are these: 1. Quite often I would aim too high only to find myself getting stuck. The problem was never C4D, it was my luck of fundamental understanding of 3D protocols and pipelines in general. 3D is almost like nothing out there, it has its own termninology, written and unwritten laws. Your 3D knowledge of C4D or any package for that matter should better go hand in hand with your deeper understan
  10. @Freemorpheme it's in your sculpt layout menu near the bottom: Project mesh (that's via raycasting) In the new menu you will be asked for Source and Destination mesh: You choose a subdivision for the new model C4D will create, that matches the poly count of the source, but the new model will share the same topology and UVs as your destination mesh while preserving the sculpted detail.
  11. Hi @Freemorpheme, there's 2 ways to go about this: - You sculpt whatever you want and then retopologize (and then UV the retopoed version. Then project the mesh details of your high poly sculpt on that retopoed version via raycasting, which in turn will generate a new high poly model with the proper topology and UVs. Then you bake the maps of this model and use the normal &/or displacement map backon the low poly retopoed UV model) - You have a base shape in mind and you create the right topology from the start. When the shape looks alright you UV and check the result with a chec
  12. Ok, so as for the mouth deformation, what you would need to do is (after unbinding the skin from the mesh) adding a number of loops around the lips starting perhaps a little higher than the nose in this character's case. Then you could sculpt the pose morph (while keeping the same poly count) with the mouth at the desirable position. Try to have as little poly stretching as possible in your final position and that will give the texture a much easier time too. The unfortunate part is you'll have to reskin. As for the arms bending what exactly is the problem? (Make sure your splines


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