Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Community Reputation

5 Noble Beginner

About GSwartz

  • Rank
    Cafe Samurai

Profile Information

  • First Name
  • Last Name
  • C4D Version
    19.024 Studio
  • Location
    OH, USA

Recent Profile Visitors

2,701 profile views
  1. No it's not dynamic. That was what I ended up doing was sculpting in the details, but with as time consuming as it was, it still didn't look that realistic. I was just hoping for a better solution. Thanks.
  2. I recently had to model this piece of furniture for a client. It was a pain in the butt, especially when it came to the folds around the front of the arms and around the top sides. I'm just starting to play with marvelous designer in hopes that it would make these kinds of models easier or faster to create. I'm finding so far that it's fine for creating simple pillows and cushions, but beyond that doesn't really make it any easier or faster than just regular poly modeling. So, I'm wondering if any of you with a decent amount of experience with c4d's cloth tools think that it can do the job? Thanks.
  3. I've got a good amount of modeling experience but when it comes to something like this, I don't have a clue where to start to do it quickly and efficiently. Does anyone have any suggestions for how to model this? I'm referring specifically to the headboard upholstery. In the end I don't want a super dense mesh, but something with a reasonable quad layout that could be uploaded to sketchfab for reasonable loading and rendering.
  4. Any ideas how could I go about modeling this lamp shade? It's not just the complexity of the shapes, but also the variation of each strand's placement and thickness that makes it difficult. I appreciate any ideas.
  5. That looks interesting. Can you expound on your camera setup? My first thought would be to target the camera to a null centered in the object and have it aligned to a circle spline. Then divide 360 by the number of shots I want to know how far around the circle to go with the cam for each shot. Once I do a full rotation, I'd move the circle spline up on the Y axis and repeat it. Does this all sound about right? If so I'm not sure how far to move the spline up for each row. And does the circle spline's radius decrease as you move it up kind of like matching a hemisphere over the object?
  6. My client just responded stating they want it to be on the web, so I'm back to sketchfab or any other suggested online service if anyone knows of a better/cheaper one.
  7. Problem is that I have to use what I've modeled for the client. Exporting the model with the hair grass as geo (flat strips) results in a file over 300mb. Based on Sketchfabs pricing, I'd need their $250/month plan just to upload that one model. And I have dozens. I'll have to keep researching.
  8. I have a customer who, to this point, has had me create only visualizations of their product. It involves creating grass which I used the hair system to do. They just asked me if I could give them something to allow one of their customers to rotate and zoom in on one of their models. So, I'm wondering a couple of things. What would be the best solution to achieve this? I'm hoping there's something faster/easier than Unity/Unreal as I haven't done enough in either to feel comfortable with that. Maybe something like SketchFab? Since the grass was created with hair, I'll need to export that. I know it's a post effect, but is there any way to create accurate geometry that will match the render? I'd rather stay in c4d for this than recreate all of the grass setups in another program that could do it with real polygons. Thanks.
  9. I was able to figure out one way to do it although not my first choice. I selected each mesh object, converted edge to spline and rendered with hair. This is doable but obviously being able to just drop a material on the parent null that overrides everything to accomplish this would be better.
  10. I've searched quite a bit for a material that basically will shade the edges of an object while making the polys transparent to give a transparent xray type of look. Unfortunately I can't find anything besides a basic cel render but of course, that shades the polys so you can't see the edges behind them. Does anyone have or know how to make a material like this? I was hoping the new nodal material might help but I'm struggling there too finding a way to do it. Thanks.

Latest Topics

Latest Comments

  • Create New...