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Everything posted by deck

  1. where you have the capsule you need to place a circle spline Deck
  2. Here we go, my final attempt. I didn't realise initially that you had done the inner extrude on all 3 flaps together and that in turn made me wonder about the 3 edge loops cos I could only see 2, but once I worked out the first part then the 3 loops made sense. I forgot to put the loops in on the panels so mine is a bit looser around there. It all got a bit lumpy in the transition to cylinder and Ive pushed a few points out of place, probably had a better one earlier, but Ive got the principle of it. After the talk of carving candles I wondered if it would work with sculpt, but that wasn't like making 3 cuts at all. Thanks again Deck
  3. A lovely job again CBR. Im always amazed at how complex some apparently simple shapes can be in 3d. Considering in the real world if that was a candle or something you could do it with 3 well placed knife cuts. Thats a bit more of a challenge, will post results later if I manage to get there, but you've laid it out well so shouldn't be a problem Many thanks Deck
  4. Hi CBR I will try that square one tomorrow, and not quite happy with the slice here, i thought it was forward of centre but not so sure now. Your method makes it really easy to redo it, don't think I would have arrived there myself, brain still isn't making those intuitive leaps yet. Thanks again Deck
  5. Wicked, that went really well. started with loft which just seems easier to rotate and position. Then the loops and scaling from one side. I wanna make one really pointy at the top and I think I need to start again and move some of he points nearer to the top point if that makes sense. No hair pulling at all, great fun when it works well. Deck added a bit of weighting to the left one
  6. Hi CBR Thats nice, i though about a loft but not a simple one like that. I saw a completed one on turbo squid that looked like your final one and I wondered how the guy had rotated the loops, doh ! Of course with the top and bottom established they just slot into place, perfect. I see you went 16 rotations too. I will have a crack at that, any thoughts on that second squarer shape. Many thanks Deck
  7. Hi Cafe Im guessing this is a simple thing for all you topomasters out there, i think i could get this done but thought i would ask for tips and best methods before I start the hair pulling. This is just a test project, so its not this shape specifically Im after but more the principle of chopping this wedge off of this cone. Ive set this one up with a boole to get an idea of the shape, I did clean one up to an extent but Im wondering if I should start with more rotations. Part of me says to make the cross section and then model off that but maintaining the cylinder then becomes tricky. Then there is the second shape with two flat sides and a more rectangular top, now that looks a bit tricky to me. All tips tricks and advice most welcome Deck Liptip test 03.c4d
  8. The way to go is do it as if you were doing it with a camera in the real world, i.e. set up for a single shot, rotate it around and shoot say every ten degrees until you have gone all the way around. With these renders you have what is called a single row vr, you stitch this together with an app like object2vr by garden gnome. If you want to look over the top of it you need to rotate the camera up and shoot more rows, so at 10 egress yo have 36 images per row. The app spits out the spinning file with the appropriate web code etc. Im sure there are other apps and it docent have to be 10 degrees but that works quite well and seems smooth, 20 degrees is a bit steppy Deck
  9. I dont do much animation but when i do stills i use a compositing tag on my floor and tick the compositing BG option. Once thats done the image stays exactly as the original. Colour space will play a part too. Deck
  10. I used that trick of command clicking the item and show help from the pop out menu. I often find the search in the manual less than helpful, but doing the same search online often throws up the page in the online manual. Not graduated past model mode myself. Deck
  11. Dont do much animation but have it in R18 too, grab from manual below Deck
  12. same thing but with falloff on the light Deck
  13. Hiya My poor old machine doesn't like that many lights but I think whats happening is that the geometry you have cloned your lights onto, the left side is also partly blocking the light. So if you make a copy of left side so you have one for actual geometry and one that you make invisible but clone the lights onto, then you can move the copy with the lights on just a little so they aren't blocked in any way by the geometry. I think thats whats going on, also you have no falloff on your lights so they are blasting the floor away, that may be what your after. The top grab below is as you have it and the bottom is cloned onto copy and moved a bit. Deck
  14. looks the business already, texture looks awesome to me. Dunno where you find the time for all this stuff. Deck
  15. Bit hard to visualise for me, but maybe you could use the blend mode, i.e. make two clones with different spins and use blend on the cloner to have everything in-between. Deck
  16. Your references would appear to be more silhouettes than shadows, i.e. you are looking at a large bright background with parts of it hidden creating a silhouette, as opposed to a shadow cast by the light onto the surface. Deck
  17. And finally...... Hi CBR, thought I would post my finalish result for the widget so you might see the fruits of some of your labour. I did manage to stay all quads apart from the capsules I used for the LEDs. I think my skills ran out just before my patience and so the microphone and speaker holes were done with displacement. It would have been real hard for me to position them exactly with the new level of subdiv. In the same spirit I used a collision deformer to poke out 4 tiny bumps on the bottom that act as little feet. Obviously displacement for all the type too. I also tend to use the bevel deformers to tighten up the edges, mainly cos it gives me the ability to change my mind on the sharpness which is often hard to judge till final output. I have renderers of the coloured LEDs to play with too, maybe an animated GIF or similar, bit of a mare to light being a flat black rubberised material, I may revisit that. Once again thanks for all the help and advice, much appreciated. Deck
  18. I find the easiest thing in that situation is to render the reflection on black, then in pshop you can put it on in screen mode or similar and grad it in or out as you see fit. There may be a more elegant cinema method but that way gives them the reflection on a layer. Deck
  19. you also need another cut across the middle of the whole block to give you the eight edges to join to your centre hole Deck
  20. use the poly pen tool and it should all snap together, same problem with your previous model, you just hadn't joined it together, weld will also do it and even an optimise command if you have the perimeter hight enough. Deck
  21. Its a bit advanced for me but Im assuming it must be something to do with the live calculation, but agree it should be something you can switch off. Deck
  22. I couldn't work out what the dots were apart from being related to the soft body tag. looks a bit different in R18 but it seems if you cache it then they disappear Deck
  23. Couldn't quite visualise what you were after but its not quite together on the inner curve you have. Grabs below, one from the inside. Deck
  24. only started myself a while back, very useful but easy to get messed up too, if not doing the right things with the right takes, i.e. if you want a global change across all takes, make sure you are working on the master take. You can also save individual takes out to files if it all gets out of control. D
  25. I can see the other animations as "takes" bring up your takes palette and you should see them all. about 7 I think, all seems to be working fine. Deck



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