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Showing content with the highest reputation on 04/02/2024 in all areas

  1. https://x.com/MaxonVFX/status/1775232003094253643?s=20
    2 points
  2. Well we made it boys! C4D on the cover of 3D world magazine ! Was commissioned back in January to create a character for the cover , and an article with an over view of the modelling process. Brief was -Disco Astro naught, so I went with it, was changed quite a bit over the length of the process but quite happy how it ended up. This marks a significant miles stone for me as an artist, definitely something cool about seeing your work published!
    1 point
  3. It's not my area of specialisation, but I watch developments with interest. I think most people still consider Maya the ultimate for rigging, but I don't think Cinema is doing too badly in that department either. We recently improved quite a lot about weights and symmetry workflows, and before that Character Object and C-Motion were good leaps forward in setting up these things quite quickly without a great deal of in-depth knowledge... I found Noseman's recent 4 hour rigging series on the Maxon training team's YT channel particularly helpful in understanding all the rigging basics and possibilities open to us, so maybe it would help you catch up too... Or for even more detail, and a better focus on character rather than than machine riggings, there was this excellent (and exhaustively thorough) series that preceded it. CBR
    1 point
  4. Looking forward to the whole series! If you're using premiere pro or ame to render out the videos a quick solution is to do loudness normalization on export to around -16 dB. This will get you closer to common loudness levels on youtube videos.
    1 point
  5. Not exactly what you are looking for, but you can select the the polygon that you want to add the primitive to and go to CREATE>WORKPLANES>ALIGN WORKPLANE TO SELCTION and then make your primitive. You'll still have to adjust, but placement tool would fix it.
    1 point
  6. thank you man, the Half life series is often forgotten about but it’s one of my favourites! Its easy to feel burned out from all of this, a lot of the time for every good character that emerges, there’s a bunch that didn’t turn out good or got scrapped at the beginning stages because I hated the direction it was going. character work is very much trial and error, at least for me. I’ve got a whole hard drive full of abandoned projects , or finished characters that I never released. Often times I’ll come back to some, maybe years later and I’ll be able to make it work, where as at the time for some reason I couldn’t. Most importantly try not feel discouraged. There’s always someone better out there, all you can do is maximise your skills to the best of your ability, with time and perseverance you’ll prevail. I don’t do any sketches, or really any blocking out work what so ever. I get an idea for something and just jump into it, and it unfolds from there. I’ll have a general idea of the direction I want to go in, but most of the time I really have no idea how the final character will look going into it, it sort of just develops as I go along. What I end up with can look drastically different from how it started out, but that’s the fun part of the process. I can dig some more wireframes out but here’s some from my boyz n the hood and Simpson mash up of Homer as Doughboy
    1 point
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