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marian neulant

Regular Member
  • Content Count

    69
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10 Noble Beginner

About marian neulant

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    marian
  • Last Name
    neulant
  • C4D Version
    R20.026 Studio
  • Website URL
    www.neulantvanexel.com
  • CPU/GPU
    nvidia
  • Location
    berlin

Recent Profile Visitors

399 profile views
  1. hello café, i still don´t get the axes colors, actually i thought it is red x, green y and z blue. i like to type in values, but i don´t get it to fill in the right field and have the feeling, that the colors switch. any advice to understand the system? thanks .... marian
  2. hey cbr, i examined your quilt file, wunderfully built, thanks a lot for that, also extremly helpful to understand stuff by playing with the file! triple thumps up .. marian
  3. hey cbr, sorry for the late reply, was sucked in a project. hmm, actually i have no idea, looks for me like some noise combined with somthing i don´t know??
  4. hey cbr, love that trick already! how can i make the surface look like fabric, with kind of random wrinkles and control the surface tension and blow up behavior?
  5. dear swarm, i would like to build an object with a quilted surface, (not only as a texture) how can this be done? cheers ... marian
  6. sorry, found the answer now!!!
  7. dear café, is it possible to look in the viewport "left" instead of "right", or from the back for example, should be easy, didn´t find the right button maybe. thanks you!
  8. hey João, it will be shown in berlin on an mercedes internal event, only for sellers. i think i will not be allowed to post pictures, when the machine is branded. cheers man, tell me when you are in berlin ... allways up for a (c4d)café!
  9. hey João, we are close to finishing line, the whole grill is missing, still milling ...
  10. got it! got it! no more ngons. the modeling fog lights up (1:1 german translation, ha)
  11. @Cerbera... didn´t find time to do the second part or redo the first one, but i think i understood someting very basic, you control the detail depth with the amount of polygons? less polygons > rounder shape, more polygons > more edgy/details? is that why you can achieve more precise objects in the subdivision mode than in the volume mesh one, because you have more control? why did you stich the bottom part and did not use close poly hole command? why didn´t you draw the bottom part on the level of the top part an later moved it down? (top part was already rotated) ... only to understand cheers!

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