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  • C4D Ver
    19.053 Studio
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    Cinema 4D Character design and animation

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  1. MAXON brings new CEO on board! New Future!!

    ~OOOooo! So can the rumours possibly be true? Is R20 the 'big one' we've all been waiting so long for? I was a little concerned over the 'Adobe Relationship' of the new CEO as well. Not a great fan of the Adobe business model and how their software is fragmented. The last thing I would want is for C4D to become more Adobe
  2. MAXON brings new CEO on board! New Future!!

    Is this good or bad for C4D...?
  3. Redshift and C4D - In over my head?

    practise practise practise is some advice I can give you. I started using redshift after extensively using physical and Vray for a few years. There was a steep learning curve at first but now I feel one can achieve excellent renders with beautiful, realistic materials easier in Redshift than in Physical. Everything is just new to you which is why you think it's hard. set yourself daily mini projects (think Instagram dailies) where the objective is to texture a model/scene in redshift. It may take you a few months but you'll get up to speed with the render. This is what I did and now I hate going back to Standard/Physical renderer. It's slow cumbersome and actually harder when it comes to creating complex materials. Just give it some time and practise, the expert has failed more times than the beginner has even tried ;)
  4. Redshift Skin Material

    No problem, happy to help!
  5. Redshift Skin Material

    remember that multi SSS only works in bucket mode, make sure you've unchecked 'Force IPR' in the render settings. That being said the latest version of Redshift has multi SSS that does work in bucket mode - you have to crank up the samples though as it's quite noisy. You will know if you have this setting, I reckon you've set it to progressive mode when it needs to be bucket ;)
  6. Redshift Skin Material

    Hi there Ninjad, I've been using Redshift since August last year, I'm far from an expert but have slowly managed to build up an understanding of the shaders. I understand your questions as I also had the exact same ones a few months ago. Firstly the difference between the 3 SSS nodes. The SSS nodes and Skin nodes are legacy shaders. That is to say, early on in Redshifts development the SSS node was the only Subsurface scattering node available. Then they created a SSS Skin node to better emulate the different layers of skin. This was a little difficult to use for some users. Then came the 'Uber shader' the RS Material. This material contained the Mult-SSS ability to make it easier to use SSS. From the Redshift forums, the developers recommend you use the multi-SSS in the RS material unless you are a bit of an expert and want more control (then use the other nodes) A skin material can be created with the RS material using the method you eventually found out. crank up the SSS amount to 1, the radius can go way higher than the slider makes it seem if the SSS effect isn't enough. You can also plug in images to the 3 SSS colour layers. Good luck!
  7. Houston, we have a problem.

    Awesome! Thanks for sharing your process. It's always good to see how other artists work. Also thanks for 'Hair from Object' tutorial. I've also always wondered how this technique was achieved - Cheers!
  8. s k a t e

    Great stuff! - well done!
  9. That is awesome dude! It's so great to got to work on this
  10. Thanks for the feedback, it's much appreciated. @Cerbera & @CApruzzese , great comments, I will bare these in mind going forward - thank you. @VECTOR & @everfresh you both make very good points. I guess I went for this polycount so I would have good clean deformations of the face (there will be a lot of facial closeups in this short) but if you feel it's best to reduce the polycount, I will do so. @digitvisions Hey dude! Yes, once I tecture this thing I will put a glass material on the eyepieces. Thanks for taking the time to comment guys!
  11. Hi all, Well I'm finally going down the 'making a cartoon short solo' route and I've finally finished about 99% of the modelling. The character is the main piece and I thought I'd show my progress here for a critique before I go to the texturing stage. I've included the 2D ref for comparison, all feedback welcome, Thanks!
  12. Some more X particles 4 and redshift combos