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Showing content with the highest reputation on 08/23/2023 in all areas

  1. They've already developed the node system, and they've said many times that any new stuff that gets built from here on will be done using the node system to build it. So even if they just keep on building things, and using the node system to build them, they'll eventually / gradually deliver on the promise of scene nodes. This is unless someone thinks Maxon will never build anything interesting in the future, and everything interesting they'll ever do is in the past. But as usual with Maxon they're absolutely taking their sweet time about it. R20 with the nodes was unveiled in August 2018. For anyone bad at maths, that was five years ago. Nigel Doyle left - complaining that C4D development had turned into a cactus - just before R17 came out, which was over 8 years ago. So if he ever gets bored, in just over 18 months time, Nigel can come back to the forum here and go "It's been ten years since I departed, let's see if C4D development has progressed as much as I predicted back then" etc etc. That would be pretty funny. I pretty much agree with most of the positive and negative comments about nodes above from everyone else. They've done some cool capsule stuff, capsules and a decent manager showing them off probably wasn't the entire extent of what people were hoping nodes would be five years down the track. There was promise of a new Object manager coming in to combine everything in a cool new way. We're still waiting. Shrug. These threads are always the same, but I'm kind of / sort of hoping for a big C4D 2024. At any rate, Maxon sent out an email at the beginning of this month noting that their EULA was changing, with some new license terms and updated things. They specified and their IBC 2023 announcement notes So those two notes combined should give you a solid idea of when C4D 2024 is coming in. I remain interested in C4D but am not even going to think of re-subbing until around April / May next year. That should theoretically give them some time to pull their finger out and release some solid updates. You'd hope. I'm also not thrilled to see any C4D features paywalled behind the Maxon One sub, as I'll never be subbing to Maxon One, but I guess that is what it is.
    2 points
  2. Martijn Korstanje aka Kingcoma is a well known 3D artist from Netherlands and our fellow member.Currently lives in Belgium and is active in industry for 20+ years. He worked at graphics and 3D companies in the past but for last 15 years he has his own company. Apart from addictive 3D passion he enjoys nature, traveling, photography, Lego, how stuff works and loves driving his car. We are very happy to present him and his fabulous work! Describe yourself in a single word: Downtoearth : ) How did you get into C4D and 3D in general? A couple of centuries ago, some new computers arrived at the school I was attending. Instantly loved working on it (I think we used to work with Photoshop 5) and a couple of years later I bought my first Mac. Spent almost every day practicing and discovering new things, for hours and hours. I was a pretty quick learner, so once I got the hang of Illustrator and Photoshop, I came across Swift3D, and started experimenting with that (very basic 3d). Because there were lots of limitations and I really wanted to make my drawings and characters come to life, I searched for other, a bit more advanced software. 3ds max was only available on windows, so that was out of the question, and Maya had a HUGE learning curve. And then I bumped into cinema4d. Love at first sight! I can’t count the evenings / nights / days I spent learning it and trying out new things, but it’s a massive amount of time. Which area interest you the most? Modelling techniques. I’ve always been a fan of nice and clean topology, and I really enjoy figuring out the best and nicest way to model something, whether hard surfaces or organic / characters. Other then that, I love doing animations. How things move, how slow or fast things move, how a character moves when he’s just standing there. What does the left hand do when the right hand’s busy doing something? Whenever I have character animation jobs, I always find myself standing up and acting a bit first, to see what a ‘natural’ movement is and what not. Really silly, but super helpful. What other apps are you using and what for? Mainly Illustrator, Photoshop and aftereffects. Illustrator for vector paths, creating logo’s or creating packaging or visuals that need to be put on 3d models. Photoshop for textures, compositing and retouch. Aftereffects for animations, putting together all different parts (rendersequence, sounds, music, texts, logos, etc) Which learning resources you used and would recommend? In the very beginning, there weren’t that much tutorials online, so you had to figure it out yourself or look for help on different forum (such as core4d, previously c4dcafe). Most tutorials were screenshots and written text. Later, more and more video tutorials came along, which are very easy to follow and you can actually see what’s going on and what you’re missing or doing wrong. Whenever I need to learn or check something nowadays, I usually check Core4D, Cineversity, tutorials from GreyScaleGorilla, or when I can’t find it on there, general google searches. Do you think talent is overrated and can be offset with a lot of hard work? I don’t think talent is overrated. I think when you have talent, it comes a bit more natural and some things are a bit more ‘easy’. The thing with 3d is, it’s not just one thing. It’s a boatload of things. You can be talented in modelling, but really suck at texturing. Or you’re an average rigger, but you master simulations. Your drawing skills aren’t all that, but when that Xpresso or Python script editor open up, you’re on fire. Overall, I think everyone has something they're good at (or better at), and I think in 3d-land, you always have to work hard, talented or less talented. Your character work is stellar, what made you focus on them? Thanks! As a kid, I wanted to be a comicbook-artist, always drawing creatures and characters. Later it shifted to Illustrator, and after that, I really wanted to translate my thoughts and creativity of those characters in 3d, so I could animate them, look at them from all sides (which you can’t with 2d obviously) and put the expressions and humor in them I so clearly see in my head. I also admire Pixar / Dreamworks characters and animation, the details in them, the movements, the humor. When I watch animations, I don’t just watch them, I anaylise them (sometimes frame by frame) to try and learn new things or ways to improve myself. Your best advice for newcomers, tips or tricks to pick up? Have fun, don’t take it too seriously and practice, practice, practice. Give it your own twist, don’t just copy something blindly, and don’t stop learning new ways or techniques! Where do you see yourself in 5 years? I really hope I can continue doing what I’m doing now, making fun and friendly characters to brighten someones day or to put a smile on someones face. Thoughts on AI? It’s a bit frightening, hence the answer above.. I hope I can continue doing my job til I retire. I probably keep doing 3d even when I’m retired though. But yeah, as many other artists, I’m worried about this. AI as a tool to help the artist is great, but AI taking over would be lame. Lately there are more and more examples of AI that I receive in briefings, but they’re only used to show ‘something like this’ or an overall moodboard / look&feel. Fortunately, clients can be very tricky and very unclear as to what they want exactly or it’s the oposite: super-extremely specific and detailed. It’s part of my job to assist them in the whole process of creating the perfect character or visual for them, and advise them where I can. Top 3 wishes for C4d I don’t have any wishes actually, I’m very happy with all the tools available right now and I don’t have any problems making the things I want / have to make. If you could send a message for Maxon, what would you say? A big thanks. It’s a marvelous piece of software which I love to work with and not a week goes by where I find something new which I haven’t seen before (or found out about) after all these years. I think it’s amazing people can create software like this, have all the options you can possibly imagine, making it possible for people like me to create art and have the ability to do what I love to do most. Message for Core4D? Also a HUGE thanks. For all the talks, insights, tips, tricks, questions, answers, tutorials, models, contests. I wouldn’t be the artist I am today without the people, help and knowledge found on Core4D. If people want to contact you? They can, of course! I’m just an email, phonecall or whatsapp away https://www.kingcoma.com phone +32 479 43 61 82 email: info@kingcoma.com Thank you very much for your time and all the best in future endeavours!
    1 point
  3. If the align normals command doesn't fix it, it means you have bad geometry. Overlapping dubicate polys, points, edges, etc. You could try selecting all points, making sure none are hidden first, and optimizing them, and then see where you are with that.
    1 point
  4. I want a boost in Spine manipulation features Interactive non-destructive individual point chamfer. Spline Outline Generator (SDF paradigm). Plexus mode in Tracer Outline Caps for open Splines Edge to Spline Capsule (there's a node but no Capsule) Manipulate Spline Graphs from XPresso Point Reduction Capsule Cage Deformer supports splines. Close Spline, Type and Intermediate Points for MoSpline Connect's Weld Points supports splines Spline Graph Editor enhancements like interactive panning and zooming, graph cycling, Distribute Nodes and Duplicate Nodes Other Point Cloud export from Pyro, Volume Builder and Voronoi Fracture. Use of the Pyro under the Volume Builder. Volume Stylization (AI) Centerline Generation from the Vector Import Keep polygons when extruding edges Camera/Light Field From all of the above of course we will see nothing except this: Spline Dynamics - Hard Structures.
    1 point
  5. At Greyscalegorilla we have a discord channel, it's free to join: Greyscalegorilla Discord - Greyscalegorilla And RocketLasso has a slack channel. Insydium / X-Particles, also has a discord. Even @Igorhas a discord: https://discord.gg/j6vfhYcN Probably loads of other discords and slacks out there. But for me personally I like forums because information can get lost on threads in discord and slack. Also forums get indexed by google. So you can search and find content. Meaning any long-form posts and information doesn't get lost. However that ability is now gone from Core4D because google won't be able to index any of these discussions. I prefer the community here as a place to hang out, and I also prefer the forum style interaction.
    1 point
  6. Version 1.0.0

    327 downloads

    This is a hybrid "texture/procedural" OceanShader for C4D+Redshift. -- Foam is texture-based; no-tiling is achieved via OSL -- Foam-distribution via curvature (2 seeds for more natural look) -- Foam around objects via AO, also texture-based. -- Texture by Ivan Bandura/Unsplash (slightly edited) The scene-file contains a xpOcean-object, but it should also work well with other ocean-generators. Have fun and feel free to improve (and upload your better version ;D)
    Free
    1 point
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