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Hi folks :) Here are some important news from us. From this point onward, all trainings from C4DCafe, both existing and future ones are free. Yes, you read that right! Given that we are now fully committed to make Cafe even greater place and universal Cinema user hub, we felt that this is necessary step. Free access to knowledge will have positive effect on the community and whole C4D eco system. All training content is being uploaded to our youtube channel as this post is made. Here is a list of trainings that will be available: 1. Introduction to R18 and modelling (currently on youtube already) 2. Introduction to R19 Fracturing 3. Xpresso volume 1 and volume 2 4. Introduction to R20 MoGraph fields 5. Introduction to R20 Nodes We would like to thank all our former customers and hopefully they won't resent this move, because, after all, this benefits them too for future content we make :) We expect to finish with upload in a week since shear amount of videos will take long time. https://www.youtube.com/channel/UC_MRjD4IdPtvYLo2dLC-POw Additionally, we also started providing very valuable scene file repositories like this: https://www.c4dcafe.com/ipb/forums/topic/91711-c4d-cafe-lost-and-new-filesfree-to-use/ https://www.c4dcafe.com/ipb/forums/topic/104415-node-based-materials-repository/ https://www.c4dcafe.com/ipb/forums/topic/104962-hrvojes-free-file-pit/ Last but certainly not the least, is our new community based project https://www.c4dcafe.com/ipb/forums/topic/105210-c4d-cafe-steam-punk-project/ We hope that with these moves Cafe will grow to be even better, help you even more to promote your work and skills, assist you in finding gigs or full time positions, or simply be a happy place for you to hang out. As a part of the staff here I try to help as much as possible and I can see incredible effort from many members to share their time and energy to help out others, which is truly fantastic :) Cafe has grown so much that we have members from all kinds. From students, hobby users, 2d artists, VFX guys, hardcore coders, to talent scouts, managers, CEO's of large companies and various other industry professionals. Have fun and for being a member!11 points
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just finished a new animated gif called "mind your own sh*t". i hope you'll enjoy.7 points
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Hi folks :) In this topic I decided to share many of my files for you to examine. All of these were small setups, rigs, contraptions, prototypes and fun projects that I made over the years for clients or for myself. There is a lot of them but I will post them in small groups over time in order to avoid overload :P Feel free to use techniques and whatever you learn from them to your advantage. Each file will be enumerated and with hint of what is used in the scene in parenthesis. Files will vary from simple to quite advanced setups, in no particular order Have fun! 01_Airplane_route(MG+constrains).c4d 02_Atom_array_attractor(MG+XP).c4d 03_Ballon_procedural_anim(CA+Cmotion).c4d 04_Barb_wire(MG).c4d 05_Beast_in_box(CA+Cmotion).c4d 06_Box_fill(Dyn).c4d 07_Burning_match(MG+XP).c4d 08_Butterfly(CA+Cmotion).c4d 09_Cell_tissue_penetration(MG).c4d 10_Build_up(MG).c4d6 points
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Hey guys. I was asked by 3DArtist to write them a tutorial/break down for their Magazine. The tutorial is from my Tyrion Lannister portrait, and covers quite a bit over a 16 step break down. I had made some additions to it since its been posted publicly, that being the clothes where textured using Substance Painter. The core focus of the tutorial is Cinema 4D in which was used for Modelling, base sculpting and hair, although I talk about the full process. Anyways, check it out, should be out by Tuesday 10th April. Sampler here Latest version of the image, Original rendered at 5550 x 3700 Artstation limited to 1920 x 1080 : Click here Dan6 points
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Hi folks Here are some news which may be interesting to you: I would like to announce that first incarnation of new C4D Cafe training line is done. In few days we plan to release "Introduction to R19 Fracturing". As a way of saying thank you to our former TD Master section subscribers (which is now available as standalone training in the store) we will offer a permanent discount on new training line. Fracturing training is the first in line and with R20 release you can expect massive increase in training content. New tutorials will be download only and available via Cafe store. Additionally, we will also offer an ability to purchase in cryptocurrencies but that will not be an automated process, so for that option please contact us. Prior to R20 release we will undergo a big logistics upgrade and increase bandwidth and storage capacities, so there is a possibility of downtime during August (most likely). We will ensure that you have nice and smooth Cafe experience as usual Cheers6 points
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big fan of her work, so i was extra stoked when i was asked to do the character rigging for this piece... :)6 points
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Found time to pick my creature sculpts back up: Some people asked me to do a screen-cap previously, so for this one I did. 2x 35 min videos at 20x speed for anyone with the patience. Modelling/ Painting, Render & Post:6 points
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Hello Everybody Here is my fan art version of Tyrion Lannister Game Of Thrones. Iv been working on him on and off over last two weeks mainly at night. Iv done tons of iterations, and still am tweaking stuff, but need to let it go. All feedback and questions welcome. He was totally modelled in C4D including some sculpting along with Zbrush for the very higher frequency work. Minor Photoshop Post, Rendered with Vray4C4D 3.5. Images are much larger, click one each image 3 times to view full size. Time lapse Video Sessions. Modeling: Dan6 points
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[Edit - Note: this thread should be located in the "Programming - C++" section of the forums. It ended up in the "Python" section by accident during one of the forums reorganizing sessions] A while ago the Polystein Kit for MODO (see https://www.c4dcafe.com/ipb/forums/topic/98647-polystein-kit-for-cinema-4d/ ) was introduced to me. From that moment the idea kept growing in the back of my head to provide something similar for the Cinema 4D community. Once other priorities were out of the way, I started working on some scripts to test out the feasibility of my interpretation of the idea. Once a working concept was obtained using several scripts, I contacted William Vaughan, the original creator of the Polystein Kit, in order to obtain approval to take his idea and turn it into a Cinema 4D plugin. Working from the scripts made earlier, I started implementing this new plugin, which I named "PolyGnome". Explaining the choice of the name would be a story too long to tell here, so I 'll prefer to leave that for long, cold and dark winter nights ... The current state of the plugin does use it's own library implementation, instead of using the Content Browser. There is more than one reason for this, but since quite technical, I'll omit to explain these as well. As mentioned in the video demonstration, the current beta version requires a two step preparation of assets. I have some ideas to automate these steps, but more important features need to get implemented first. The plugin will be available for Windows and MacOS, R17 and above (hopefully R19 won't break anything SDK related ... fingers crossed). Possibly R16, if there is enough interest. Depending the feedback from beta testers the plugin will be available sooner or later. Release date and price to be announced. Here's already a teaser, explaining the different steps: As for my other plugin(s), which all have their dedicated threads, I'd like this specific one to be the home for discussing anything PolyGnome related.5 points
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FINALLY! Finished a new personal project! It took me quite a while to get started, was flooded with commissioned work, had lots of other stuff to do around the house, and had a bit of an artist block (lame!) Anyway, hope you like it! Also made a 'making of' so you can have a look how it was made. M5 points
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Hi Iv done a few skulls now, practice makes perfect as they say so here is another take on one. Base mesh modeled in C4D, Sculpted in C4D, details in Zbrush, rendered with Vray4C4D. Hope you like it. Dan5 points
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I'll try to be fair and balanced (tough I know :) ) Had a bit of time now to look through things. This is clearly the best and biggest update in years and there's a lot of things I like. However it's not the "Big one" as many of us were expecting. The antique UV toolset is part of the old core so with no updated UV toolset R20 is still heavily reliant on the old core. Hence no big improvements in handling lots of objects apart from multi instances. My guess is the core is done and has been done for a few years. Problem is they were late starting on the UV toolset rewrite. To take out the old UV toolset they have to put in the new core completely and they can't put that in until the UV toolset is more or less complete. I think if I was still using C4D I would be reasonably happy with the update although it largely depends on what you do and what version you are running. As a hobbyist who might only be using the Prime version I'm disappointed to see that I wouldn't be getting the new volume modelling, probably the thing that I would get most use out of. Looks like my Bodypaint tutorials are safe for another year with the toolset still the old one as mentioned. MAXON are really dragging the chain updating the UV tools. MoGraph users should be pretty happy and there's plenty for them to play with. So well done to MAXON and their team. Some excellent enhancements but I think you should say when the full new core with updated UV tools are coming. But I can't see anyone using another 3D app busting their gut to jump ship to R20. In fact Blender 2.8 looks like it could pick up a few disgruntled users from various 3D apps. So is Modo that I use any better with their upgrades. Nope. The Foundry aren't piling on the new stuff. It's more about incrementally refining and enhancing things over 3 releases per year rather than dropping everything in one hit. I'm into modelling so the last few versions have focussed a lot on modelling improvements so I'm generally happy. Stability with Modo isn't really an issue any more and it's generally very stable. Not as stable as C4D but a long way from the crash fest it used to be. This means I won't be buying myself a copy of R20 Prime. I can afford it but since there's no updated UV tools, no volume modelling and no Physical renderer I'll be hanging to my money. Plus I can't believe it, but to get Prorender I would need to buy the Studio edition (as per MAXON's product comparison page). Ludicrous!! Enjoy R20 everyone :) Nigel / 3DKiwi5 points
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Okay....while I am still trying to absorb exactly what R20 means to me, a quick overview of this thread shows that response shows more disappointment than excitement. Maybe we set our expectations too high with R20. It is clear that MAXON has signaled a focus on motion graphics with this release...which is fine as that is the jewel in the crown for C4D. But I think we need some response from MAXON on exactly what the future holds for those features of the program that continue to be ignored. Does MAXON still have a commitment to improving BP? To particles? To modeling? To Character animation? Where do these feature reside in MAXON's overall market strategy? What is their priority? Please be honest with us. If they are no longer part of your business model or a low priority than it is best to be upfront with that information now. That level of honesty will create more good will with you user base than to let us figure it out after years of inactivity and silence. Worse yet, is to lead us on that you are still working on it, but then not definitely address the missing features with each release. And while there are "performance" improvements with the new core, then please explain how those improvements are better than desired features in our overall workflow? I am not asking for release dates. I am not asking on a specific set of features planned for R21. I just want to know if there is a commitment within MAXON to address long standing user concerns on areas of the program that are not core to your key markets such as motion graphics. What are your priorities when it comes to BP, particles, character animation, modeling, etc. Dave5 points
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Congratulations to the Cafe for continuing to be a great resource to the C4D community. This place owes its reputation to those selfless individuals who supported it in the past (3D-Kiwi, 3D-Crew..remember him?) and the present (Igor, HSrdelic, Cerbera, Vector, Rectro, ABMotion, bezo, everfresh, westbam, et. al). My hopes for 2018? 1) That Igor overcomes whatever health issues he is facing. Very sorry to hear that you are hitting a rough patch right now and I hope you come through it with flying colors. Until then, my prayers are with you and your family (especially that cute daughter of yours in your avatar. I grew up while my mother was fighting cancer, so I have some idea of what she may be going through). 2) Long lost friends return to the forum and/or C4D. Yes....Nigel...I hope you come back to C4D as your tutorials were always appreciated. Also would like to see Srek return as I always appreciated his frank and honest insights into MAXON. 3) R20 hits better than 50% of our expectations over what we feel is going to be "the big one". While you may think 50% is a bit low, I personally think our expectations are too high for a company that places stability, brilliant implementation and software quality as a top priority. Slow and steady wins the race for me at least. 4) 3D Quakers releases the next version of Forester. They had made some statements 9 months ago about the new release late in 2017, so lets hope we hear something soon. If you look at their home page gallery, they have this terrain with the hills spelling out "Merry Christmas with Forestor" so this could give you some idea of what is cooking for V2. 5) MAXON Labs gets some love. Great start but would love to see more of what MAXON plays around with in their spare time (assuming that they have some spare time). 6) I find more time to learn and grow with C4D. Unfortunately, C4D is a hobby and I have family, friends, dog, house, and a day job which always takes priority. My goal for this year is to focus back on modeling (I started with modeling but have since focused on lighting, texturing, and animation and in the interim the modeling tools kept growing past my capabilities). My hope is to get back to "stream of conscious modeling" where you think more about "what" you want to do rather than "how" to do it. In short, the polygons just flow from your mouse almost unconsciously. I wonder if I can get there with booleans and triangles? NOT! My New Years Resolutions for 2018? Write shorter posts. Happy New Year everyone! Dave5 points
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Let me introduce myself: My name is Rodrigo Bitencourt Rodrigues I have degree in Animation(Universidade Federal de Pelotas, who cares? :) ) I live in Brazil(at least for now) I'm a C4D Generalist but with focus on character rigging I work for a company called Petit Fabrik doing all the types of rigging. I love learn new things and challenges. It's that. So let's me start sharing a Viewport Filter Python script pack it allows you to use as a icon on your layout or just a shortcut. A Hug! RBR Viewport Filter Script Pack.zip5 points
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Hey Cafe I've been on some pretty epic modelling adventures recently for an upcoming film project. My producer has kindly allowed me to post some WiP shots of the base model for our close up hot air balloon. This is the first round model, enough to begin simulations on the envelope, so there are still details and additional ropework to add / refine, but we are most of the way there. *Vital Stats* Objects: 940 Polys: 80,218 (100% quads) Subdivided Polys: 6.75 million Modelling Hours so far: 32 The wicker work was certainly an interesting one, as were the tie lines, and various bits of rope style business, and the burner shrouds. All in all a very rewarding thing to model ! Here's some wires and clays... CBR5 points
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Whats up guys. haven't done any personal work in a while, so this should be fun, more to come soon :D4 points
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Hi folks :) We are proudly announcing our first R20 training - MoGraph fields. Dive into new fantastic field system from scratch and gain massive advantage in your production capability and workflows. We start from basics, explaining field parameters and usage, cover multi instances and build upwards to subfields, openVDB and advanced projects where fields are utilized in all areas of CINEMA 4D. We explore fields in MoGraph, deformers, tags, CA environment, Xpresso, particle and OpenVDB context. Every aspect of CINEMA 4D gains from fields and as such they will be vital part of the production. Lessons are faster paced, packed with tips and tricks along with advanced and unusual application of fields. Lesson outline: 01_What_how_why 02_Basics 03_Remapping 04_Field_types 05_Slope 06_MIN 07_MoGraph_context 08_Deformer_context 09_Tag_context 10_Xpresso_context 11_Particle_forces_context 12_OpenVDB_context 13_Subfields 14_Folders 15_Effector_weighting 16_Random_to_Word 17_Radar 18_Fish_school 19_Boat_wake 20_Box_rig 21_Icecream 22_Flamingo 23_Lava_Lamp Duration: 3 hours Training is download only and can be purchased directly via Cafe store here: https://www.c4dcafe.com/ipb/store/product/17-r20-mograph-fields/ Here is one complete lesson for preview purpose (Right click and download to disk if you don't want to view in browser) 22_Flamingo_lesson Hope you enjoy this one, a lot of work went into it :)4 points
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Been a while since I did one of these - Modelling & sculpting a mix of Cinema 4D & ZBrush, render in Octane, plants from Forester.4 points
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Avid Star wars fans @Cerbera and i decided to create a thread where we can dump all our Star wars related artwork, (there's gonna be a lot of it) including wip's and completed pieces, ranging from the original trilogy right up through the prequels to the latest outings, ranging from Storm troopers, to Battle droids to Darth Vader :D Talking of which i'll kick this off with my Revenge of the sith version Darth Vader helmet, freshly rendered, i decided to be quite subtle with the wear and tear on this, opting for a little dirt on the eye pieces and elsewhere on the helmet to break up the surface a little, i've included a 3k version to show it off a little bigger, just click it a few times to get full size :D4 points
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This is Pig, he's er, well...he's a Pig, and also a not so noble steed by the looks of things! still a work in progress :)4 points
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Much appreciated. As for me, my commitment to C4D remains just because the program is so much fun to use, stable and works as intended. But I think MAXON is missing an opportunity with their non-mogrpah customers if they remain silent. I know as a MAXON employee you see the entire plan of getting from point A to point B with the new core, but we can only see Point A with each release and (to use a graphical analogy) you can draw a lot of lines though a single point. Therefore, if MAXON opens up a bit on the future of the program it will help us draw a line in the right direction. In short, you have to give us a reason to continue to be patient as you fully roll out the new core because in our minds, we were thinking that rolling out the new core was only a 3 year journey that started in with R17 and end with R20. Obviously that is not the case as you just said that more time is needed to make fallow ground fertile. I just think it is in everyone's best interests if MAXON starts to give us indications of what you are planting! Dave4 points
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Harald, Uwe and Horry started the company together as friends and they are leaving the company together as friends, knowing that they achieved something unique and worthy. Since they were heavily involved in finding a successor they were able to make sure to put someone in this position who they think can not only maintain what they achieved but push it further. Nemetschek could have sold MAXON for a long time, they didn't and the current situation is the result of a decision to work closer together instead of separating. Dave was in a well established postion at Adobe, he choose to jump into much deeper water and in the few days i have been working with him here in the office i can say that i am very much looking forward to things to come.4 points
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Hey cafe This is part of an ongoing client project, but I am lucky enough to get to do some very interesting modelling work for it, and this bit was no exception. Many thanks to @spiralstair for letting me post a render or 2 here... It's an aging Roland Monosynth from the 80's, and it has seen better days, but the lights are still on and that filter can still buzz like 1000 angry bees :) Physical Render / Adaptive / Auto, 5%, 3, 3, 3, 0, AO, no GI. 32 minutes. 100% quads. CBR4 points
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Hey Cafe Last night @VECTOR told me what he had been up to these last few weeks, and that him and @everfresh been secretly organizing a donation fund for me and my mum while we're getting through some difficult bits. What can I say - I am absolutely blown away by the kindness and support of people here in this amazing community. There are simply no words that could convey how grateful we are to everyone that helped or left a message. Thank you so much. We will be making a donation to the Phyllis Tuckwell Hospice Foundation who are desperately starved of resources but still do incredible work and make a massive difference to the lives of people dealing with terminal illness and their families. Love and light, J4 points
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A bit late here, so here is my expected list for r20, and also my wish list. 1: Fully Modelling Symmetry, and Re-symmetry. Its a basic feature that all modelling applications have, and by now C4D should have it. A proper symmetry feature which is not a tag but a global switch that simply allows symmetrical modelling and tasks throughout C4D which also including Uv mapping, Painting, modelling. Along with this have a re-symmetry tool that works of the basis of both object space, world space, and vertex position. 2: Faster all round performance. Faster performance in the view port, especially for character animation with deformers, and frame rate to preview timing. Speed all over, the updated core should show this when the tool set is updated to use it. Hair to Hair, Hair to Surface are too slow for any use. The muscle system has no cache. 3: Dynamics refinement and updates. There are a few areas I see C4D struggle within the dynamics. Dynamic IK even with 100 iterations can still have errors when using collision surfaces. Hair to hair simulation would sort out the nasty intersecting hair when having multiple layers underneath each other. Self collision is a area that the muscle system has non, deformers such as jiggle needs to simulate self collision. Using a low collision radius value for hair guides causes odd behaviour at roots. Cloth is not very accurate. 4: Modelling tools. Quad fill, multiple edge selection bridge, do away with dissolve just use the back space key, and a simple cut n paste command to copy polygon selection from model to new mesh. This takes way to much time up to cut a selection from one model to a new mesh layer. Axis modeling from normal, local from selection of object, or another object, or multiple objects needs refining. A universal manipulator tool handle would save a great deal of time when using fast extrude so one could position, scale and rotate without changing tool handles. Macro recording and script saving would also make doing repetitive task over again much faster. 5: Fixes General fixes for tools that have been needing a fix for a long time as well as new tools introduced such as PSD morphs do not render, they only show in the viewport. OpenSub Div needs fixing. 6: Pro Render updates. Not as if Im interested in this as I use Vray, but I expect to see more of C4D core features work with Pro render such as hair, sss and major stability and speed improvements. I also think this is one area where a nodal system will be introduced. 7: Updated Expresso I think we will see some updates in this area. Im quite new to this area but have read many who do use it state how it needs a revamp. This is a powerfull area of C4D and would do well to work even better according to others. 8: Features I dont need. I expect there will be mostly features that I dont need as C4D is at its core a Mograph tool so expect to see most new things in this area. Thats what I expect, this is what I wish for. 1: Character rigging and animation I wish for MAXON to aim high and be a contender to Maya. Give new users a reason to purchase it for character animation. It serves me, but clearly Maya is the chosen tool for this, and Id like to see the character rigging abilities be on par with Maya in regards its vast tool set and speed. The C4D character tool needs to support Mocap while retaining its control rig, retargetting needs to work better with more rigs and to correct itself for joint alignment. Order of operation needs a more robust way of solving permissions in how we can find what is causing a complex part of the rig not to work. NLA has its flaws in that you cant mix key framed animation with a motion clip within the same motion clip layer. Even if a joint chain is added to a animation layer it still can mess up when trying to mix key frame animation with motion clips. a ease in ease out to override portions of a motion clip would be better than using a transition tool. At the moment to disable a joint such as the arm you can only turn it on or off, we need key frame blending for this. A better method for fixing feet into position is needed when blending from one motion clip to another. Although you can use the Pivot object to get it in place, ti dont stop the foot from sliding in place. A new pivot should be made as a option from the last position on to a new motion clip, at the moment you have to turn on snapping to manualy position it to the last pivot object. The pivot object should be allowed to be frozen in another position. At the moment if the rigs pivot position is at the hip and you wish for the pivot object to be at the feet, while you may move it there in no time soon it will revert back to the hips. Align to spline has no -Z axis so you have to reverse the spline, and key the position from backwards to get character to walk forwards. These are just some area that need to be worked out better. 2: Muscle system I dont see any video training on this, or hardly anyone using it. When I went through this system I could see its short falls that resulted in more time spent than predictable results. Its hard to keep on track with the 3 positions that get locked in. The segments can not be changed after setting up the anchor points as it messes their position up from either end. You cant create your own custom muscle shapes to form flat sheets of muscle. Dynamics are unpredictable with no cache available. More segments to the muscle results its bad deformation for dynamics. Muscles do not self collide, and its tricky to get the muscle skin to deform well. 3: Facial rigging Id like to see a facial rigging solution for C4D. some of the features within C4D combined can do it, these need to be brought together to new tool sets to make it easier. 4: Hair refinement Hair while is great, and the next best thing to Maya, Max its still needing some refinements. Self collision for hair or a better force detention system to keep layers of hair intersecting will result in much better renders. The hair does not grow from around the guide, but on a flat plane between one guide to another. This makes it very difficult to make advanced hair styles such as braided hair. If you could grow many hairs around a single guide this would be much better if that was added as a option. Hair farm like styling from geometry would make styling so much more easier. Make hair grow from volume of polygon objects. A Braid tool would be helpful, and the ability to save hair styles in which when applied to another character it works out the scale and adjust its settings to produce the same results. Hair material clumping needs to be made more simple, hair needs to work with ray traced shadows, not just soft maps. Hair instancing geometry has no option to collide with itself or other objects. This is a huge deal as not only will this let you have objects that collide for things like flowers, trees, reeds, bushes, but they will be groomable, and work with hair dynamics. The other major advantage for this is to remove the huge long task of making hair cards. Hair cards that are dynamic, can be goomed, yet collide with each other. 5: Deformers to work with dynamics. Deformers such as jiggle simulate softbody but has no self collision. If the collision deform was much better at solving outside, and inside volume and work with the same object to collide with itself that would help. The collision deformer is so powerful, yet it fails to get me the ideal results So there you have it much expected and wish list. Dan4 points
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This was just a Python exercise, but it might amuse someone. Basically, it's a hidden sphere bouncing around inside a circle and triggering notes. The notes and timing are random, so if you watch it long enough, it should play Coltrane's Giant Steps a la monkeys and typewriters. Possibly . . .4 points
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due to ongoing requests i bit the bullet and recorded a tutorial on toon shading yesterday. sorry for the bad audio, while the speakers of my macbook are awesome, the microphone apparently kinda sucks. i need to get an audio interface. and a couple of adapters probably ;)4 points
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Oh is it my turn already ? OK, here's my half way stage on full-body DV. No arms yet ! :) CBR4 points
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Weh hey :) OK then - I'll start off with some embarrassingly lo-res renders of my Tie Fighter from the original trilogy. Not a patch on @VECTOR's impending Tie Interceptor, but we all had to start somewhere :) Here's bit of wing detail on those.. CBR4 points
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This one is the Kirin - 'Japanese Unicorn'. As usual, modelling & sculpting in Cinema 4D, plants with Forester plugin, texture painting in Mudbox, render in Octane, a little post-work in Photoshop.4 points
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Inspired by that masterful Eric Smit landscaping lecture I re-posted the other day I have been playing around with mountains and terrain masking to see if I can get a vaguely convincing result in the terrain department. I'm going to do a few images in this series, but here's the first. Physical sky (fog, atmosphere, sky, sun channels, no GI) is doing the lighting, but sky later swapped out for photo. 20 minute render. You can tell me if I'm winning or not - happy to hear all suggestions for improvements in the next round... CBR4 points
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Started a fat character a while back, never finished it as it wasn't going in the direction i wanted so i shelved it. today i decided to scrap all of it apart from the head and start over, starting with modifying the head. The model is Combination of poly by poly modelling and sculpting tools. pretty pleased so far C&C welcome.4 points
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That was the original intent of the first post on this thread. Can anyone point out where the core is in action on past releases up to and including R18. I was hoping Fritz would be able to elaborate more on that because you are right: the tendency is to talk up new capabilities and tools rather than performance improvements to existing tools (other than rendering), so we hear very little. You would have to read them to be bothered by them....which I don't as I know where they are going. Kind of like watching Fox News or CNN....you know where their biases are and therefore you have a tendency not to watch them unless you tend to agree with those biases. Same with reading Cutman's posts. His bias is very evident. Personally, I don't know what made him hold a grudge for so long against MAXON (its been like 3 years since he last upgraded), but I think it is time to move on. Even Nigel has nice things to say about MAXON from time to time. One thing which we fail to recognize is that some companies can implode when they start to work on a new core. Here is the worst case scenario: There is a drop in new sales once the word gets out that a new core is coming...why buy the old core...wait for the new core. Of course, nothing goes according to schedule and things take longer than expected. As the delays mount, no updates are being released because all the focus is on the new core - so again, the revenue stream tightens further. The market continues to move forward and users are leaving the platform because their patience has run out. To compensate, there is a constant feature creep to what goes into the new core...which in-turn delays the release of the new core. What should have taken 2 years now takes 5. With a hit to revenue, the company is subsisting longer than expected on current cash reserves. They take out a loan which on paper looks good if they release the new core per the latest revision to the timeline. Of course that doesn't happen so now cash is really tight as they have to pay off the loan. No pay raises, no perks. Developers get tired of working for a company that is living on a tight budget and seek greater fortunes elsewhere. With a loss of developers, the new core takes longer than anyone every anticipated. Everything just spirals out of control. If you look at Lightwave and a number of smaller players that have since closed shop you may realize that there is some truth to this worst case scenario.. This is what can happen if you don't manage the shift to a new core effectively. But MAXON has actually navigated these waters quite well (if anything, they are awesome business managers). Yes, we were all unhappy with R17, but the "Takes" system really does not get the credit it deserves. Are things going as fast as we would like....well....they never do. But the company has not imploded. You are still getting regular updates every year without fail and MAXON is still generating cash and using that cash to grow their software development team. This is a good sign folks. I have put a ton on money into C4D and its eco-system of tutorial developers, scripts and plugin developers, texture/shader developers and modelers. I want them around for the long haul and I am pretty confident that they will be there well into R100...which as Cerbera has accurately predicted will involve a fiber to the brain interface and the realization of the "do what I am thinking" button next to the "make great art" button! Dave4 points
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I've been having a bit of fun today doing the math to fly a Lego helicopter I got from Google's Sketchup 3D Warehouse, so I thought I'd share the file. The file's 11MB because there's some tex for the background mountains. I made a short video to show how it works scene https://www.dropbox.com/s/tcnzx19uqtyucg9/helicopter.zip?dl=1 there's a bit of info in the XPresso remarks.4 points
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Hey guys, working on a commercial project at the moment creating a variety of cool models and assets and thought i'd share a few shots of a vehicle i've been working on, i figure it's a generic model of an existing vehicle as opposed to the other stuff designed just for the project so i should be okay to share these, after delivery of the model i was free to add the extra bits of detailing that weren't needed for the project version. C&C are welcome :D click full size for 3k renders.4 points
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Oh dear ! My weeklies kind of crashed & burned ! Working away from home during the week on a new job & having to work off my crappy cheap laptop. I'll try & pick the pace back up again, might have to stick to poly-modelling during the week, then sculpt & render at the weekend. Anyway, here is: Week 3: Stirge. 4 Short Evenings, 2 Long evenings, Cinema 4D, Octane, Photoshop4 points
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I was reading up on epicyclic gears at Wiki here. The math at Wiki was a bit hard, so I thought it easier to build a model in C4D and experiment. I got a bit carried away... the soundtrack was made using this , Lego Man model by Rob Redman Lman.zip3 points
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3 points
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People have already years invested in Cinema 4D. I don't see myself learning another program just to animate and rig characters. Its takes time and money to learn another program unless that the only area that someone wants to focus on. It would be great if MAXON and improve the features which are neglected for some time now. But I'm also into characters and I love cinema's ease of use to rig characters. I would love to see them make the character toolset better.3 points
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Yeah excellent interview and I would like to think that the Cafe has played some small part in helping MAXON get to where it is today. When we started our free video tutorials online in 2004 there was virtually no one else doing free online video tutorials. (YouTube didn't start until 2005). Nigel / 3DKiwi3 points
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Just a quick viewport turntable of a wip donut character named Derek :D updates to come3 points
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Hello Dave and all! We are working around the clock to deliver the best products possible for you guys. Forester 2 is shaping up to be a quite a substantial update, with more features than we originally intended, hence the time it's taking to complete. I still don't have a definite release date, but it is coming. The landscape generator will most likely be released around the same time, featuring custom shaders and erosion simulation. Although we are not verbal about future updates, if you check our Facebook page at https://www.facebook.com/3dquakers, every once in a while we release some technology preview images that hint at possible upcoming features. So yes, it is taking time, but it will be worth the wait :) Charbel3 points
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Linked above, but make sure to check out our full New in Cinema 4D Release 19 playlist on Cineversity.3 points
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3 points