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FLima last won the day on December 13 2019

FLima had the most liked content!

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About FLima

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    Cafe Ronin

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    Sao Paulo BR
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    2 GTX 1080

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  1. Not sure if someone is into games here, but I've been working on a fan art for Last of Us, Joel. Specially now that the second part will be released in a few weeks! I'm struggling a bit with the rigging, specially wrist area, etc.. but getting there. Did box modelling, and painted in substance painter. Im thinking of doing some details and fixing somethings in Zbrush, not sure yet. Rendering in Redshift.
  2. I think having a proper particle system would be just to offer option A, when we alredy have a well functioning option B (X-Particles) When things are already so well integrated to the software, I dont see the point honestly. A lot of things you either need a plugin or another software (Marvelous, Zbrush, etc) The thing that I feel C4D needs more love is with Character Animation, since we dont have any plugin that can re-work that, or it is not something that can be done outside of C4D and used inside the software (character rigs, etc..). But then again, I might be biased, just because that is what I work with hehe. Or a nicer bodypaint, since we already have a good layer system inside the texture making part...but we dont have symmetry.
  3. Oh sorry, just saw it now! Yeah, it is what Cerbera said, this is a post-production thing.. there are several ways you could improve the integration between the character and your scene. The first thing that occurs to me is the shadow, separate the shadow passes... your scene, has shadows with more blue tint.. and your character has a pure black shadow. Your character is also underneath the tree, which is under the light. You can see some of the shadows on the ground from the leaves, but it is not on your character. That also breaks a bit of the realism. I think if you can fix those things... change the colours of the character with some RGB curves in After Effects, add some grain, you will reach a nicer result.! Good luck!
  4. I am still a bit confused to what you are asking... but is this the effect you want to achieve? PS: made this in C4D
  5. Do you have an example of the problem, and what you want to achieve? Not sure I understood
  6. I... am... speechless, at such awesome work! Big congrats JBatista! I gotta say, seeing how much talent is displayed within this forum, it kinda gives this extra injection of inspiration about C4D, and it proves that someone, that knows what they are doing, can really push the capabilities of the software really far! I love the idea of reverse engineering. I've done a very long time ago.. with Flabo, our good friend Flabo from C4D. And by some weird distraction, I havent downloaded the presets on C4D on this last version, and you are right, there are amazing rigs over there There is even a t-rex!! Thanks for sharing this with me JBatista, I appreciate it! Obrigado
  7. This looks awesomeeeee!!
  8. Do you have a cool human rig tutorial reference JBatista? I can only imagine what a complex task must be to rig a bird! Do you have the result of your adventure if you can share?
  9. Thank you so much Dan! I will give a shot again at Cineversity, and hopefully I can finally improve as a character animator. And yes, this is a very very good resource from Posespace! I have bookmarked here and will probably purchase soon. I only recently started to film myself as a reference for some of the animations, to make sure I got it right some of the things... rookie mistake, I know. This is extremely necessary but we tend to forget, having a good reference before animating something complex. Thanks again Dan!
  10. Aaah Dan, only if I was as concisive and smart like you, for sure, would love to make some tutorials I am trying at this moment to translate some of the things from this blender tutorial into C4D, but it is quite tricky to a lot of moments... specially since the IK has a different way to set up, and the constraints (or copy rotation/location) from Blender has a different hierarchy too. I feel like that in these last versions of C4D, a lot of the focus were put into Mixamo integration, so i dont know what happened.. but not many great tutorials came after that.. but again, maybe it is an oversight of mine, or the things that were made available are already things I have learned long time ago. I will try to understand better this, Ithink you have a good point... it is all about the initial setup, and how the bone structure behaves once the shoulder rotates I will go take another good look at Cineversity and see what else I can gather from there. This! This is quite important for me, I feel like Im one of those students that skipped an entire class for a year, and when someone brings a topic, he has literally no idea what everyone is talking about. I only recently found out about these kinds of setup, and there are still a lot to learn about it. I think maybe it is the lazy/almost 40 man in me wanting to have a clear path, from A to Z, to make sure I go over every tiny detail on the rigging process, to make sure I finally improve as a character animator, but you are right Dan... I think I need to find some other resources from other 3D packages, and see how I can translate that into C4D environment. Thannk you so much for these advices Dan!
  11. Hello! I've worked with character animation for about 6 years now.. and I feel that i have a good understanding overall of character animation, constraints, xpresso, etc... But I still dont feel I bring my A game to this. Things that most of the time doesnt work with my rigs are shoulder movements, skinning, the wrist turning, how far the legs are bending when lower my character... and facial animation. I've desperately tried to find a very good and professional tutorial for character animation, free or paid tutorials, from start to finish, but without success. Not even cineversity has much info. A lot of the info is around mixamo and premade setups... There is this tutorial I bought, for Blender rigging, that goes really in-depth: https://gumroad.com/l/the-art-of-rigging-in-blender Isnt there something like this for C4D? Thanks in advance
  12. Octane is free because it is a very beta version of the render, and they warn several times that it is not for production, since its buggy as hell.. Redshift will come to Blender eventually (I saw them testing earlier last month) and for sure, it will make things a lot interesting! Not sure when will come out though! Hopefully soon.
  13. Man, your fanboysm and emotional attachment to a software has began to overshadow what a cool software Blender can be in the right hands. It is sad that not only you are not contribuiting to this topic - that would be, presenting facial rigs in C4D, or discussing it in a constructive manner - but you are also on this rampage against C4D artists (on a C4D forum for crying out loud...), trying to disprove at any cost that quality animation work can be done in C4D, or that Blender it is vastly superior in every aspect. I usually keep my cool and try to be as helpful as I can with people, not only on this forum but every other forum I am part of. But when i see an attitude like yours, diminishing people's work and effort, or asking them to prove... to you?.. what they can do with the software... just because it does not conform to your ideal way of work or the software of your choice, it is extremely sad, specially (and I repeat) on a C4D forum. Learn to accept that people can produce awesome results when they are comfortable to use their software of choice, and let their work speak for itself. Extremely awesome work has been produced by both Blender and C4D users, by insanely talented people who knows how to use each software extremely well within each software's limitations. And many softwares can be combined to produce amazing work, which is by far, the most important measure on how sucessfull certain process was...which makes this "one-man-war" of yours even more pointless.
  14. Oh, if you could share a bit of the process with the proxy hair! That would mean a lot I almost did it in a older project I did, using C4D and Zbrush, but i couldnt find any good sources to learn that from. So I ended up doing stylised hair / like the game Overwatch a little bit, which ended up working out in the end, specially for animation: PS: I am mesmerized by your awesome topology and how you built this from scratch I am looking forward to see the final result!!
  15. I loved the designs of your character, and looking forward to see the final animation!! About the render, yes, omg... they would do so much more justice to your whole scenario and characters, specially how light would spread (and hide) specific parts of this cool scenario you've built! The guinea pig with realistic hair in redshift or octane, would be cute!!! but I appreciate you are using whatever render you have and not pausing your production because of it! About the first post, you mentioned you were having trouble with the cloth dynamic. For some reason, I always try, as much as I can can, use dynamic bones in most situations, even if its a skirt, and involves several strips of dynamic bones around. There is this game I love, Persona 5, and the main character, Joker, has a very fancy cape. He goes all around the scenario, and has some very fast moves. I found a Joker model on sketchfab, and his rig is exactly like that, lots and lots of bones for the cape. You can sim clothes, if its for a cutscene or something, that is very calculated, but if I have a character, and I want to move it around during the entire shortfilm, I like to have as much control as possible of what happens to his clothes. Looking forward to see more!
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