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rasputin

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Everything posted by rasputin

  1. Version 1.0.0

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    This is an Art Deco repeatable design, recreated directly in Adobe Illustrator from an authentic French textile design of the 1920's. Included in the ZIP archive is one single seamless iteration of the pattern, in high-res PNG format, whose UV tiling repeat may be dialed large or small to get the look you desire. Suitable for interior room wallpaper, upholstery or any kind of cloth or textile, like curtains or bedspreads. Simply load this PNG bitmap into your material's Color channel. Cubic UV repeat is probably the best option.

    Free

  2. Here's one you should watch also: https://study.com/academy/lesson/what-are-the-principles-of-art-definition-examples.html
  3. It sounds like you just need to jump in to making imagery with 3D... Hopefully MAXON Cinema4D. We like to say that artistic ability is an inborn gift, but that's not altogether true: there are many, many artistic ideas that you can grasp just from reading and studying about them. So I say: go dive in to studying both art theory while you learn the technical aspects of doing 3D... They go hand-in-hand. There's that saying by L'ao-Tsu: "The journey of a thousand miles begins with a single step." I suggest that, every day, you make a 3D render, however simple and humble it may be, in which you try to learn one or more artistic principles. You are lucky in that the Internet now provides you will loads and loads of instructional material, in the form of free instructional videos. Bear in mind that learning a software as deep and complex as Cinema4D will take some time. As in: years. So the only task left is to jump into the swimming pool and get wet.
  4. Whoa-- amazing! It was only when camera dollied back that I perceived what you had achieved. Amazing and very tricky to do. Is that a phi (golden ratio) spiral?
  5. rasputin

    Isolated

    So very beautiful... and so very strange...
  6. rasputin

    Waiting for a train

    From the album: Rasputin's Gallery III

    Imported V4 character, clothing I modeled in MD, other objects I modeled and textured natively in Cinema 4D. Rendered in Corona, 150 passes. Of chief interest to me was trying to model that 1940's hairstyle. With Cerbera's help, I modeled those shoes using the Sub-D method... the first time I'd ever tried that method in all my years of doing C4D. Cerbera was right: it's a great way to model, especially organically-shaped objects like shoes.

    © © Rasputin (2020)

  7. rasputin

    Rasputin's Gallery III

    Collection of my newer images, all modeled in Cinema 4D and mostly rendered with Corona Renderer. Enjoy.
  8. Yes, but to actively work on that hair-- brush it, etc.-- don't you have to select it active?
  9. Good god. Absolutely amazing. I saw the movie three times over the Thanksgiving holiday, and not once did I twig on that there might be some digital trickery going on with their faces. The illusion was seamless. I'm guessing ILM possesses some extremely powerful computers; anything less would make this process a nightmare. Wow. And I guess ILM has enough money and power to completely commission a new dedicated proprietary software expressly for their purposes from code programmers. Somehow, at the end of the day, they had to construct a mesh for the actors' faces, that they could then play with. And that mesh is surprisingly low-poly, yet flawlessly topologized and rigged with custom morphs. Maybe the three-headed camera did a kind of photogrammetry? Even still, I'll bet they still couldn't fully automate this process; ie., they still had to do a lot of frame-by-frame editing. It also looks like they made meshes out of the surrounding walls and furniture... I guess they had to do that to keep perspective and focal length correct? Kinda wild that DeNiro still remembered his monologue from GOODFELLAS, 25 years on; do all movie actors do that? Hvala na ovom videu, Igore!
  10. Hey you Hair wizards, Is there any way to turn off the visibility of my Hair guides... while leaving visible my Preview Hair Polygons? ie., in my Viewport, not during final render. See my screencap? I want to temporarily turn off visibility of my blue guide lines, while leaving visible only the hair preview itself (shown at 25% visibility). This is because, of course, I have dialed in curly waves into my C4D Hair Material, which appear quite differently than the straight guides do. The blue guides are preventing me from seeing well the actual Hair preview. Thanks, ras
  11. ....and here's an even better starting attempt, I think you'll agree. I'm really beginning to see the beauty and logic of Sub-D modeling! If you do it right, your mesh is always pretty and logical, and has not a single polygon too many. Thank you for your help here, Cerbera!
  12. Cerbera, Is THIS the idea? I started with a cube primitive, elongated it, and applied a SUB-D SURFACE to it, shown here subdivided 2X. So it's a process of applying appropriate cuts-- avoiding triangulation-- then gradually moving your points closer to your ideal?
  13. Thanks, cerbera! Would you believe I've never modeled in the Sub-D approach before? This looks like a good time to learn it. I had been trying to do this shoe first using the Loft-ing of splines... pretty tricky. Then i got the wild idea to place a sphere primitive around my (Poser) foot mesh, then do a Cloth Sim 'til it hugs the foot tightly. Both of these methods yield a ghastly topology which is tricky to then refine using the Mesh Brush tool. I keep thinkin' there's GOT to be an easier way. I so appreciate your help here! Thanks, ras
  14. Hey guys, I'm curious: How would YOU go about modeling this shoe? My Poser figure is supposed to wear them. My results have been... barely passable, not that good at all. I've been using the Poser figure's foot mesh to serve as a possible "shoe last", ya might say... The difficulty, of course, is that the shape is VERY organic... hardly a straight line on the whole shoe. And as you can imagine, I end up with polys wildly angled everywhere, and in very diverse sizes... ie., lousy topology. Don't worry about the heel, the little bow or the decorative perforations-- I'm just concerned with modeling the basic shape of the "chassis". Is there an especially "clean", efficient or elegant way to go about modeling this shoe? Thanks, ras
  15. Thanks so much, cerbera! Your erudition and counsel here on the Cafe is a godsend. Where can I obtain a Hexasphere, just for visual comparison?
  16. rasputin

    Roland SH-09

    Bravissimo. I've modeled 3D synths before, and I know how jolly hard they are to texture. Specifically if you don't have a proper ("brand official") texturing source of the symbols/verbiage on the synth's interface. I, for one, know that you have to model FIVE different types of white-key shapes! I like the ageing you've done on this 1970's unit, too. Scuffed edges and yellowed keys from playing in too many smoky bars, haha. Even the dirt that tends to linger up in the hard-to-clean crevices of the keys! Did you model this, if I may ask, just by eyeballing a photograph of the synth?
  17. Hey guys, I'm wondering: Is there a proper 3D word for this thing, this phenomenon, on any 3D mesh? That is, where your polys converge on one point of a curved mesh? (Usually, UV-wise, you don't want to see your texturing converge at one of these points, hence the workaround of the Triplanar UV distribution). Thanks, ras
  18. UPDATE!! I seemto have fixed it, by manually switching (in the second view) from my Corona Camera to "default scene camera". Still not entirely sure what I did, but I'll pay closer attention next time. Thank you so much for your help, though.
  19. Playing with SOLO and UN-SOLO on those two windows has no effect on this linking. They remain linked. I've never (consciously) used that Solo button view ever in my C4D history. The only thing I've done in this particular project... is to introduce a single instance of the Corona Camera and set the first window to that view.
  20. Hey guys, Here's a pesky problem I get myself into now and then: Two of my four basic camera window views get linked with each other, and I don't know how to un-link them! Whatever view I set my upper-left window to, the upper-right one follows suit! When what I want is to have the top leftmost window show PERSPECTIVE view, and the top right window to show TOP camera view. Questions: How can I unlink them, and What did I do to make this pesky thing start happening--- what did I do to inadvertently link them? (so I don't do it again)? Many thanks, ras
  21. Hey guys, Here's a short animation I created which uses the Corona Skin Material according to custom parameters I dialed in. The Diffuse channel is a seamless photograph of real human skin. The Corona Skin Material allows you two Reflection layers and three SSS layers. How does it look? Best, ras
  22. Hey guys, I'm wondering if C4D's Sculpt will ever become voxel-based, like the sculpting in the software 3D-COAT. In which the sculpted object is always having voxels added to it/subtracted from it as you work, so the final resulting object never shows stretched and/or widely varying polys (in need of a Retopo). Thoughts? Thanks, ras

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