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TobyB

Regular Member
  • Content Count

    42
  • Joined

  • Last visited

Community Reputation

2 Poor

Contact Methods

  • Website URL
    http://hyperslice.xyz

Profile Information

  • First Name
    Toby
  • Last Name
    Barnett
  • C4D Ver
    R20.026 Studio
  • Operating System
    Windows
  • CPU/GPU
    Threadripper 1920 + 4 x 1080Ti
  • Location
    London
  • Interests
    Wind & Digital Design!

Recent Profile Visitors

881 profile views
  1. Hi, I need somebody to model a piece of scientific equipment (though it actually looks like an oversized photocopier from the 90s). I have .max and .fbx files from the client however they both contain millions of triangles with tons of overlapping geometry, probs best to do again from scratch than try and fix that mess, but it is a good reference to start. The model will need to be detailed yet lightweight, as I also need a version for an AR app. I would like it to be UV'ed but no need to texture. Work would be done in the next two weeks, imagine it will take ~4 days. Please PM me your day rate and examples of your work, prefer people from the UK as we always have issues making international payments.
  2. Thanks srek. That's really appreciated. I managed to adapt your scene to get exactly what I needed.
  3. Thanks, Srek. That's what I thought, but I've been at it all day and can't figure out how to link any of the context nodes to get coordinates objects in my scene... Any pointers to get me started. This is the first time I've actually tried to do something complicated with the node material so assume it's my lack of knowledge here.
  4. Hey, I'm trying to make a world space gradient in the new R20 Node Editor. Its a technique I've used many times before, xpresso linking the start & end points of a 3D gradient to Nulls in my scene. However, I can't get my head around the how to do this with the node editor (which I want to use for this to blend multiple world space grads). The gradient tools are quite different in the node materials compared to the non-node mats, and nothing seems to be in world space. I'm sure its something to do with using a 'context' node, but I'm just not getting it. Any pointers? Thanks!
  5. Thanks Southpaw, though could you elaborate a litte on which of the dynamics paramaters you would effect with the vertex map to effectivly lock points with 100% or 0% in place. I've played around a bit none of the slots seems to have much effect. Ta. EDIT: Ahh... wait... Actually rest hold seems to do exactly what I want, just had to crank up the main setting to 90% before using the vertex.... (set to the deafult 0% vertex didnt seem to affect it) Thaaaaaaaanks!
  6. Id like to fix the tips (or other selected hair points), and still have the rest of the hair react to dynamics... Any ideas? I found the 'Lock Selected' button, but it seems to lock all points even if only the tips are selected. I tried converting my hair to splines and using spline dynamics instead, but its sooooooo slooooooow to calculate compared to hair. Thanks.
  7. Yeah this was my first thought. But its not just the orientation thats zeroed out, its also the position. I have solved the problem by pasting everything into a new scene, but would love to know whats causing this...
  8. Ive accidentaly enabled some wierd mode on one of my scenes where whenever I select an object, point or pollygon the axis for that is always at world zero... Which is not very helpfull... What have I done and how to un-doo! Ta
  9. Our client commissioned another studio to design and make a 3D Piggy Bank for stills. Client now wants to animate the pig for TVCs and online. However, the original studio is refusing release the model (understandable) and is quoting ridiculous costs to the client for the work (less understandable). So for the animation, we need somebody re-build the pig, to look as close as piggly possible to the original (reference still attached), and rig it for animation. We will want the pig to be able to perform various facial expressions, and be able to walk, run, roll over, high 5 etc... All rigged with helpful controllers, and Xpresso linked morph targets etc... If you're interested, please email me your availability, rate, time estimate for the job, and some examples of similar character work you have done. Email: toby.barnett@pebblestudios.co.uk NB: It's really important you can make the pig look as close to the reference image as possible, its not a complicated model but the client will be extremely picky about making it look the same as it will be used side by side with the stills already made.

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