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Showing content with the highest reputation on 07/17/2021 in all areas

  1. BlendSwap has over 23.000 free models. Many are CC0 licensed. Lots of architecture related ones as well. https://www.blendswap.com/categories You do require a copy of Blender to convert the objects for use in other apps.
    2 points
  2. +1 for Kitbash 3D. Especially if you get on their mailing list and get notified of a new release as all new Releases are 50% off for the first week. So you can get hiqh quality model collections of 60 or more models for as little as $45 for prop-collections and $99 for full kits. Plus the textures alone make for a great collection as they are usually 4K and include color, height map, normal map, roughness map and metallic. If you miss the first week then you have to wait for their usual sales on Black Friday, summer sales, etc. Another really cheap source but which requires a bit of work is DAZ 3D. I mention them because they do have a script called "DAZ to C4D" which works "somewhat" okay as instances don't always translate that well and everything will require re-rigging and/or re-lighting. But the models (and some of them are very beautiful) can be purchased for as little as $10. My favorite DAZ artist is Stefan Morrill or "Stonemason" (who is having up to a 60% off sale right now - check here) Also, there is Archmodels and their collections of which some come in C4D format. They are having a 50% off sale until tomorrow (see here) Their models are pricey but the quality is outstanding. I am into models of cities, building, street environments and their Archmodel Collection 215 of NY brownstone buildings is absolutely amazing in that the interior of each building is modeled as well. Find it here Finally, there is NoneCG. Now, they are pricey but what they give is incredibly detailed models of entire city blocks right down to the trash in the streets. They just finished their summer sale (40% off). As I love city modeling, I was able to get their NYC City block collection for 50% off of 8 complete NY City blocks (found here). Now, there were some issues with the C4D conversion they did (corrupted geometry - flipped textures, etc) which I did fix and send back to them. As such, we struck a deal for their massive Times Square collection of 22 NYC blocks (found here) which is NOT currently available in C4D format but I am converting it for them now. The model is over 1.7Gb in size with another 2Gb of textures. This is a huge endeavor but a passion project for me (I am having the time of my life). I think I have over-pivoted into obsession as I am even adding Xpresso controls for all the traffic lights and cross walk signals and for the street lights, billboard lights and window luminance maps so you switch from day to night. Like Archmodels, some of their buildings have the interior modeled as well, but everything came in wrong so I am straightening all that out and adding interior lighting controls as well. I wanted to add cloth sims to the flags but the NoneCG guys said that was going too far. At some point, when done, I am going to purchase RealTraffic for C4D (from C4DPlugins) and put in cars and traffic patterns (thus the reason why why the traffic lights were rigged) with the hope that maybe that creates a partnership between NoneCG and C4DPlugins (makers of RealTraffic). What is the point of having a detailed model of NYC without traffic? C4DPlugin could sell pre-made traffic set-ups for the NoneCG models....maybe? Dave
    2 points
  3. CollieMorph could do that with Cinema version 8.5. Morphs along arbitrary goals. Also spherical and cylindrical morphs. Then PoseMorph came along with version 9 and made it immediately pluginus non grata. By now Maxon has broken the messages it needed, so... no longer feasible (still works fine, but it doesn't react any more to adding and removing points. Re: PoseMorph, see also my recent question.)
    1 point
  4. And B goes one step further: the wireframe may be adjusted with a handy slider to get rid of mesh mush: Outlines remain visible as you can tell. And notice how 'deeper' objects are less brightly coloured, helping in depth perception. Wireframe transparency is fully controllable using simple sliders. Anyway, I am so used to these things, that when I opened an architecture project in C4D I really missed them while inspecting and fixing things. That is why I asked here if I am missing things. This is more than just prettification: these display options assist me while working with complex projects and save valuable time. But it is what it is. Here's hoping Maxon will improve C4D's viewport display capabilities in upcoming versions.
    1 point
  5. What I usually do with more complex multi-part objects is also turn on the random object colours: At one glance it becomes entirely clear how this object fits together. I find this extraordinarily useful in my own projects while constructing things, because everything is simple to distinguish, and I do not have to assign textures or viewport colours. It saves time. Time is valuable - it's the only thing I can't get back. I looked for a similar option in C4D, but came up short. It is possible to assign viewport colours manually, but why waste time? And B's colours are quite smartly chosen automatically. Talking about the viewport, I regularly switch to wireframe mode for precise nudge operations in orthogonal views. In C4D I get this: In B I turn on random colours at all times: Which allows me to differentiate easily between objects while nudging.
    1 point
  6. The difference is quite marked, and mainly caused by cavity shader and the outline shader. But perhaps not so obvious in large screenshots like the ones I posted earlier. Here I post more detailed screenshots to clarify. Ridges are indicated by an additional highlighted edge, which facilitates easier identifying of shapes and the outline assists in discovering topology issues (example below). It really is more than just "prettification": This is C4D's viewport with AO turned on: This is Blender's viewport without the cavity or outline shader: AO is definitely helpful in understanding the shapes better in C4D's case. Let's turn on the cavity shader: A marked improvement. Also an improvement over C4D with the AO shader: the cavity shader adds highlighted edges as well as darker shaded cavities. Notice how details jump out more. Paneling is much easier to distinguish. In C4D's viewport some of the paneling is hardly visible and blends into the grey surface of the saucer section. In B even the tiny door details are quite easy to distinguish and understand. Also, the cavity shader can be finely controlled: screen space, object space, or both applied simultaneously, with slider settings for both the ridges and the valleys to fine-tune. In effect, B's viewport contrast is leagues ahead. And our eyes/brains need contrast to identify shapes. Next, let's add the outline shader: @MighT thought that I had turned on textures here, which is not the case: the outline shader outlines separate objects. In this model parts of the top saucer section were modelled as individual objects, but because these connect seamlessly it is impossible to detect without the outline shader applied to the viewport. Adding the outline also assists in understanding how some of the other parts work together, which was invisible to our eyes before. Combined with the cavity shader these darker outlines further increase contrast and help our brain understand the shapes. Notice how even very small details such as the small dots on the top stand out. Compare to C4D's viewport, and those dots are hardly visible. In UX design, if contrast is too low, it hurts usability and understanding. It hurts my eyes to identify details in C4D's muddy viewport. Which is not the case in B's contrast-rich display. As it happens when I took these screenshots, I noticed a tiny topology error (if you open the above image the mistake is visible): One triangle is part of another object. Without this outline shader, it would have been very difficult to spot or check for. ...TBC in the next post due to max total post size limits. ( I wish WebP files would be accepted on this forum )
    1 point
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