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Showing content with the highest reputation on 10/24/2018 in all areas

  1. Convert data to string def main(): global info a = 123.45 # numerical data info = str(a) Python port must be data type string edit - in XPresso, looping an output port back to an input at the start of a chain of nodes is generally not allowed. If the wire does not go green when you try to connect, this is the problem. Otherwise, Python errors are displayed in the console. Post the scene so we can have a look.
    1 point
  2. Hi everybody. Some of you might remember my posts about two years ago when I introduced Oliver and Trouble to the internet. Well, now I've created a new series that is going to become a short animated series for kids. King Ed of the Dead is going to be for kids 8-16 and will be targeted at teaching kids some of the values that are often overlooked. It's a very, very complex thing to create 30 minute animations for Netflix! Those guys are AWESOME to work with, but man! They really put the screws to you...press you harder and faster than you thought that you'd be able to go! In a fateful twist of irony, I created all of the characters with zbrush and rigged them for animation in C4D with a FAR more realistic look...but the consensus was to simplify them and make them more "fun" and less "dead". Anyway, here's a frame from the non-animated webcomic series that debuts next week. Feel free to share your thoughts. You can find King Ed at www.Facebook.com/KingEdoftheDead/ if you're interested in following along.
    1 point
  3. Paper sketches to Zbrush rough sculpt, fine-tuning of mesh, retopology, rough-in polypaint UV maps and export all-quads model to OBJ. Then the OBJ goes to C4D for rigging and animation with all of the UVs cleaned and modified in Photoshop. Zbrush lets me rip through surface modeling/scuplting as fast a my mind can think, C4D allows me to use a very reliable rigging system and Photoshop is tried and true for UV, bump maps and alpha overlay graphics. Then, I render multi-layered PSD files (z-depth, AO, GI, alpha, bumps and texture) with the C4D physical rendering tools for a clean render with a lot of lighting control. I typically would have just built the entire model/sculpt in C4D and used Bodypaint for all of the textures as well, but these characters needed a lot of organic flexibility...and I've become almost too fluid in Zbrush to use the C4D modeler. I do build all of the scene objects, mechanical models and scene lighting in C4D just because the geometry of the accessory items is typically very simple. From there, I either modify and composite the final image in either Photoshop for still or After Effects for animation. Then, I slam a brew, cuss at myself a few times, hug my teddy bear and go to my happy place as I cry myself to sleep over being the only person in my family NOT to have completed law school. Yep. That's the pipeline.
    1 point
  4. Here is a Ngon shader which is quite complex and great example to dissect. This one is translation from book of shaders. To change sides use the colored sides node. https://thebookofshaders.com/07/ Ngon_shader.c4d
    1 point
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