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Antek

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Everything posted by Antek

  1. The command worked like a dream, no clue how I forgot about that - jumping between 5 types of software makes me forget things :). Appreciate your help!
  2. Hey, I have one more question regarding the animation - I made a separate topic as I thought it's a completely different issue. It's probably simple to solve, but I'm having a bit of a tricky situation with adding socks to a character with skin, weights and animation. What I've done is positioning them correctly as the character is still in the A-pose, added a skin as a child and switched it to "Include: socks" and then added a weight tag, dragged the joints affecting the socks and set the bind pose. Unfortunately, they still stay in the same spot. Is there any step I could've missed? Constraint tag won't work as there's a bit of flexible movement with the feet. Thanks!
  3. Thanks a lot - for now I found an alternative solution and simply added fabrics in Marvelous as chains! Best and thanks for your time
  4. Hey, Thanks a lot for your reply - it seems like I tried a lot of different things and it only works partially right, but falls out shortly after - the animation is also quite long and complex which doesn't make things easier when my viewport turns into a slideshow instead of smooth preview. The chain consisted of smaller parts which seemed to be getting tangled/confused with complex movements. Is there any other smart way/technique to make a rapper chain/simple jewellery that'd hang from the neck and move with the character? Thanks for your help!
  5. Hey guys, I'm writing to ask about possible solutions to a problem I have - I have an animated character with animated clothes from Marvelous (imported as alembic). The character is dancing/moving etc. I want to put a simple chain on its neck. I created the chain with cloner, circle for overall 'path', step, rigid body tag set to Moving Mesh. I had to play with some settings for the chain to stay in one piece, but eventually got there. The animation starts quite sharply with the character going from A pose to laying on the floor - the chain can't keep up with the character movement and despite the elements staying together, they just go through the character when the speed is high. At the beginning it seems to be staying on fine). Is there any way of improving the interactions between the character and the chain to make sure that even when the movement is sharp, the chain doesnt fall through character? The "person" is of a natural size (1.8m). I know that for a clear answer more details would be needed - if anyone is willing to help or have a look at it, I'm more than happy to DM a file (I'd rather not put it in public, hope it's understandable guys!). If the problem is solved I'm also happy to come back here and explain what was wrong! Thanks for your time.
  6. Hey guys! Thanks a lot, I will look into it - this seems to be the right tool for me!
  7. Hey, I hope everyone is well - I have a question about more controlled animation in C4D. I have a model of a lamp and I want to make it bend and twist precisely as it is in a reference image. Creating and animating a goal unfortunately doesn't seem to be precise enough - it can be animated nice and smooth but doesn't give a proper control over the shape. On the other hand, when the specific joint are being moved, the model goes a bit bonkers and moves all over the place. Is there a smart, simple way where this could be made in perfect alignment with the reference (please see the image) using joints? Any suggestions would be much appreciated! Thank you
  8. Hey guys, Hope everyone reading this is doing well - just a quick question regarding a modelling technique that I've noticed in a Maya tutorial, I will drop a link at the bottom. I'm talking about 5:13 specifically, where we can see the modeller creating points and polygons that are snapped to the top of another object's surface as a separate object - how can this be achieved in C4D? Does it have anything to do with the Polygon Pen or Surface Deformer? Thanks for your time.
  9. As per usual, very much appreciated. Thanks a lot!
  10. Hey guys, This could be a beginner level question and it's probably one button that I just can't see, but it never happened to me in the past and I can't seem to find a solution or similar topic anywhere: I attach three screenshots - one with a raw model, one with level 1 Subdivision and the third one just shows the Symmetry Object - I would want to have my view as it always was - mirrored side is what it always used to look like - right now I can see the wireframe of the base object and the points representing it's shape - they can't be selected. How can turn this "skeleton" off and only see my subdivided model? Hope that makes sense. Thanks for your time.
  11. Only just seen it. Thanks a lot guys, I will definitely get deeper into this.
  12. Hey guys, I am working on a brief where I have to create a few single dreadlocks attached to a head. When the head is moving, they are meant to naturally move with it (and potentially then be implemented into an AR filter, but that's not the primary concern). I have seen w few videos on rigging and I thought I will create the dreadlocks with a Sweep, then turn them into an object -> rig and just use a collision and collider bodies (that's yet to be set up) to have interactions with the head (dreadlocks as separate objects). It seemed to work pretty well, unfortunately, when I play the animation, the dreads are bring "dragged" and move unnaturally to the left (screenshot). Is there a more efficient way of doing it? Or should I stick to this idea? What would be the best way to fix that movement to the left? Responses will be greatly appreciated - thank you
  13. Thanks a lot, I will do as advised
  14. Hey guys, I have a task of modeling a custom shoe, which consists of parts from a few various models. I would be super grateful for someone to have a quick look at the plan of my project and giving me guidance on whether I'm approaching it in the best way possible. I plan to: 1. Model the base and end up with a sub divided mesh ready for sculpting. 2. Sculpt the details (what tools would work best for this kind of texture?) 3. UV unwrap the model and create a texture - this is the part which I haven't practiced before but I recall that one of the admins posted a video explaining t in detail in C4D). What would be the smartest way of creating a texture like the one in the image attached? It doesn't have to be Nike studio level (obviously I wouldn't be even capable of that for now) and super realistic. Just a solid representation will be enough. Thanks for help, have a great day.
  15. Hey, thanks a lot for the feedback! The noise was added in Lightroom intentionally as an element of a certain aesthetic, which is about the arty distortion/high quality stylised for low. I do agree with all the other advice and will try to apply it!
  16. Hey guys, properly starting this past academic year in October, for one of my modules, I've decided to learn 3D modeling to add to my graphic design skillset. I've been learning Cinema 4D from scratch and set a goal of creating a few consistent images, within one set theme and aesthetic. It will be easier if I just attach a link with all images and the concept explanation: https://www.behance.net/gallery/64937095/Travis-Scott-The-Golden-Era I used the golden texture in Substance Painter and converted it to regular materials in C4D. I wanted to convey the dark/mysterious/experimental vibe and play with the light a bit. The most important part were the final renders and presentation, this is why I haven't posted the wireframes (some of which I already know could be improved). I'm currently writing an evaluation of my work and any opinions on what's good/could be done better about those final images will be greatly appreciated and used in my final write-up. I have also included a little breakdown of how the image looks like straight after the render. Thanks for your time.
  17. @Cerbera @VECTOR your tips were really great, I made the model from the scratch again (I will still work on defining some details), there's not a single triangle and the only n-gon is the hole for the ear. I turned on 1st step of subdivision surface, but when I click "Current state to object", it seems to increase the SDS up instead of keeping vertices how they are. What do you think would be the solution?
  18. @Cerbera @VECTOR Thanks a lot guys, that's a massive help. It took ages to load and I thought it just crashed somehow - sorry for posting twice. I will also remember to just upload the images through the system :). I will definitely do my best to clean up the model (especially the neck area), get rid of the triangles and have a look at the guides you suggested. Thanks again!
  19. Hi, this is my first post here, hope I got the section right for this topic. I'm a beginner who decided to learn Cinema 4D and incorporate some of the models into my university project. Right now, I'm focusing on a 3D model of a human head. I've followed a tutorial based in Blender and somehow managed to get the rough shape of the head. I would really appreciate some feedback on this model (work in progress) - what I've done right and what should be improved. This was my 3rd approach with the best result so far, but I'm sure there's stuff that more experienced users could point out. Thanks a lot. 1 - Basic model 2 - Subdivision Surface 3 - Render with Physical Sky
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