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  1. noedle

    noedle

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  2. Cerbera

    Cerbera

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  3. PrivatePolygon

    PrivatePolygon

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  4. VECTOR

    VECTOR

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Popular Content

Showing content with the highest reputation on 03/04/2021 in all areas

  1. noedle.com is an awesome place, where EVERYTHING you can find is FOR FREE. Hundreds of maps and more to come! This is still a beta btw, if you have any suggestion, please suggest!
    4 points
  2. 3rd incarnation of this character since i started 3d, it's been 5 years since my previous version so thought it would be fun to redo it from scratch at my current skill level. finally found a use for my female base mesh head too ๐Ÿ˜„ updates to come
    1 point
  3. Hellloo Motion Designer and 3D Artist Friends! Do you have a few minutes to help the AE team make some big decisions around 3D workflows and After Effects? If so, we would love it if you could take this short (and hopefully kinda fun) survey! And if you're so inclined, please feel free to share with others! You can take the survey right over here Mods - I wasn't sure where to post this, so please remove if this isn't the correct location.
    1 point
  4. Really the only circumstances in which loop cut doesn't work properly since latest update is with erroring geo, and if we look at Mesh checker on this one it does indeed tell us the answer... See the red lines ? Non-manifold edges. Remove those, and rebuild that surface and proper tool functionality is restored... CBR
    1 point
  5. 1 point
  6. Oh that isn't what I was thinking you were trying to make at all ! We should just model that ๐Ÿ™‚ Grab yourself a hexasphere and an FFD deformer for the grey bit... ..which will look like this when it's under SDS... Then grab yourself a torus, make it editable, and delete the lower half... ...then continue modelling off that base until you have the form you need... So that's one way to go. Another would be to build the green mesh first, and then use the collision deformer to sink the squashed sphere thing into it... CBR
    1 point
  7. Hi folk! Haven't made a lot of models inside C4D but the elephant and this Mass Effect Salarian are my favorites so I printed them. This one's about 23cm tall and stands proudly on my tv cabinet ^^ The files aren't really fit for sharing and haven't been optimized but perhaps if I can find the time (and energy) I will fix that. Have a good evening!
    1 point
  8. Haha, same for me but I'm not quite back though. Mainly working with 3DS Max (it sucks compared to C4D) at my work and sitting in front of a screen the whole day so I don't really have any energy left to create much personal work at home. I've been 3D printing and painting some of my projects though but I have to create something new soon since there aren't any left. I'll post some shots in my WIP section. Good to see you're back anyway!
    1 point
  9. Very often! Every 1 or 2 weeks a new category! It's just me working on this, you'll forgive me for any delay. But I'll make sure there's none
    1 point
  10. Great! id love to see some tiles added! how often do you think new materials will be added?
    1 point
  11. This is not a clear and easy answer. It all depends on what hardware you have and what you need. Redshift is fast as hell and pretty complex / flexible, but requires a good GPU to be really effective. It's also harder to get photorealistic images, but it's well suited for anything stylized Corona is very easy to learn, image quality is amazing (and photorealism is relatively easy to achieve) but it's CPU based, so it's slow. If the ONLY question that matters is "what is better for animation" then I'd say clearly Redshift.
    1 point
  12. This looks really nice. some of the textures look super usefull. Thanks for that. As suggestion: I don't think it is necessary to open a new browser tab whenever someone clicks on a sphere. best regards Jops
    1 point
  13. No. A few ways you can do this, softbodies only being one of them. Forget cloth though - waste of time for this sort of thing. You can also do it with various deformers (FFD, Melt, Collision, Smoothing etc) or simply model the squashiness in if it's for a still. I'd do the last one, but then modelling is my thing, so I would... That is normal - soft bodies are a simulation, so you have to run that sim for something to happen ! However you can pause it at any point where it looks right and grab and editable copy of the deformed mesh. There's a specific procedure for doing that, which I'll try and remember, but as I recall it mainly involves caching the dynamics and making things editable / doing current state to object then deleting the dynamics tag. Don't be surprised if you can't get that to work - there is only one way that does, and it's quite specific. CBR
    1 point
  14. I think it was reported as bug. Normaly it shout work without issues. As workaround could be used Jayยดs conversion to other spline with different interpolation or you could use your default spline, but instead of bezier set spline to linear with subdivided intermediate points (parameters Angle and Maximum Length gives you control over segmentation/curve smoothness) These setings for spline are "understood-able" and correctly presented by spline mask.
    1 point
  15. You might be aware of it, but you're not reading it !! ๐Ÿ˜‰ That doesn't tell you to set it to hard interpolation (which would actually remove any curvature you had!), and also that is not the right place to be doing it - the interpolation that me and the manual are talking about is in the attributes of the spline object, here. Set that to Natural or Uniform and maybe 8 in the number, then CStO the spline (and remove the original from spline mask), which is an essential stage - it won't work if you don't do that. CBR
    1 point
  16. True. The good news is that an asset manager is worked on and assumed to become part of v2.93. If you are missing the parametric objects from C4D in Blender: a free plugin adds most of these to Blender. https://github.com/WiresoulStudio/W_Mesh_28x/releases Would be nice if that were to be a default option with all objects. Luckily the devs seem to be tackling more and more paper cuts, and the outliner is steadily improving. It's taken a while, but better late than never, as the saying goes. You only need to delete the cube once, and save the default file. (File-->Defaults-->Save Startup File Gone forever! ๐Ÿ™‚ Competition is good - it keeps the other 3d packages on their toes.
    1 point
  17. I made them ๐Ÿ™‚ Here you go!unmute layers.tifmute layers.tif
    1 point
  18. In production you never start from scratch regarding humanoid propotions. You always start with a humanoid base mesh and sculpt on it. But of course if you want to do it from scratch that is fine, too. Just takes longer and is more difficult.
    1 point
  19. Hi. What's your end goal is a good place to start. Post some examples of your aim. Is it for still renders or animation? Its possible to get very good results in C4D alone but your skills need to be high enough to overcome the tools short cummings when compared to other dedicated software solutions. The reality is the artist will become a limit before the tools in most cases. Human, creature, or hybrid when it comes to "realistic" and believable will be set very early on in the process, way before any surfaces get added or texturing. Its in the anatomy, posture, and pose. Done well a clay sculpt can look outstanding, while a badly done fully fleshed out render can look bad because its in the basics where life is added and that comes from the foundations of Human and Animal anatomy, there is no short cut, no other way around it. Where to start? Sculpt torsos, study the skull, sculpt the skull, then expand out with the skeletal system. Dan
    1 point
  20. Same here. I've moved all my production renders to Blender and couldn't be happier. Even my clients noticed the difference in quality using cycles (and I don't have to "rent" a 3rd party render engine!). With the passing of each day C4D becomes less relevant in my workflow...in a way, this makes me sad.
    1 point
  21. What's up people!? Haven't been around the past few years due to the fact that my work requires me to sit behind a pc monitor all day and I would like to do things in the real world as well ๐Ÿ˜… But I do want to share with you the first organic 3D model I made in Cinema 4D yeaaaaars ago. I bought a 3D printer and dicided to print it. It's my first mini and 3D print I ever made so kind off proud on it. Hopefuly more (C4D made) prints to show in the near future. Anyway, I hope everyone is and stays healthy in these strange times. Peace out๐Ÿ˜‰
    1 point
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