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CrashNebula

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Everything posted by CrashNebula

  1. Hi fellow C4D'er, Another late night, another question :). I'm trying to texture this seam that I made, with my material. As you can see it's not working out well. It's a sweep nurbs made editable. I used mapping 'cylindrical'. I had hoped that would work nicely. Do I have to UV unwrap this to be able to texture it. Because that doesn't seem to work either somehow? I'm doing something wrong but I don't see what precisely. Many thanks for your insights and help. Regards, Crash Seam.c4d
  2. Hey @Rectro, I finally managed to make something decent with MD. Started with an avatar and made the tufted look, then auto re-meshed it to quads in MD. Imported back into C4D and resolved the remainder of the triangles manually. Specially around the buttons I still had quite a few. And then added some creased by hand because I feel there wasn't enough detail going on. Even with my particle distance set to 3-5 and trying different fabrics. Not sure how that comes. It seems like when you import it back into C4D you loose some of the small detail. Is that possible? Also used a sculpt bake map with the help of one of your tutorials here on the forum. So thanks for all the help.
  3. Hey everyone, I'm having a question about sculpting in C4D on exports from Marvelous Designer. When I export MD10 to an obj file, and import it back into C4D it looks fine. But when I start sculpting, as soon as I start subdividing I get a black and white distorted pattern on my polys. Any idea how that comes? What's the ideal workflow to build a bed in C4D. Fabric it in MD10 and finish it off with some sculpting in C4D and render it there? Do you for instance convert in MD10 to quads? Or stick to the standard mesh type. I use MDv10, C4DR23 and latest redshift. Many thanks for your insights in how to do this the right way. Greets, Pieter
  4. Thanks for the help @Mike A I will get to work with the explanation you gave me soon. Will keep you posted. Regards, Crash
  5. Hey all, Started again with using Redshift but I noticed that my glass material comes out jagged. Which samples should I crank up to reduce this? I already tried the refraction and the reflection samples without any better result. The lights in the scene are 4 area lights with each 128 samples. Not sure if this can effect it. My unified sampling is at 4/16. Let me know if more information is required. Thanks for the help.
  6. Got to this point currently. It's pretty clean but I only fly private so 😂
  7. Made this after a member on the forum here said he needed to make an airplane interior. Thought it would be cool to do something like this since lots of people are looking forward to be able to travel again without COVID19 concerns. Let me know what you think. Thanks.
  8. Tried to iron out the blocky-ness and rigged the hand. Just for learning purposes.
  9. CrashNebula

    Final

    I love the 'infinite space'- feeling this images gives me. Really wonderful lighting. The emptiness around the model is so powerful. Great work @VECTOR
  10. Thanks guys. Can't express my appreciation enough. I will post my progress soon in the weekend.
  11. Hi guys. Anyone has an idea how to start on something like this? I have no clue on how this is done in C4D or even how to start. Maybe somebody has a link to a tutorial of some kind that I can learn from? Many thanks in advance.
  12. Thank you guys for the help. I really appreciate. I will continue on it and try to make it better. It being blocked is on purpose though because it's more a cartoony hand. But I can definitely try to make it more organic ( @Cerbera would that needs to be done with the iron tool? Or just with smoothing brush) as you suggest just to learn from it. I understand this is not the hand you will find on a detailed sculpt. But again I'm really thankful for the feedback you guys give me. Regards, Crash
  13. Here are the wires. I still think the thumb has to cover more of the front. Although it's better then my previous model I think. Thanks guys for all support.
  14. Hey guys, Good evening, Well here at least :). Hope everyone is safe and sound. I gave my hand practice second attempt. Please take a look at it. How can I share the wireframes like you guys told me to share? Render with cell render? Tnx! Regards, Crash
  15. Hey guys. Thanks for your feedback. I need some time to digest it since it's not so easy for me to understand as I'm still pretty newbie in modelling. So my arms should have been minimum 12 segments instead on the 8 that I used for best practice. I followed an online class and made my own model from it. They made me do this (see attachment) So not sure if this is still ok?
  16. Hey everyone, I wanted to request some feedback on the model I'm making. It's my first character that I model and I would like to know how it's going so far? Like perhaps I did it completely wrong. I had some issues on the wrist resolving some triangles into quads going from 12 sides to 8 so I was able to bridge the hand to the arm. So that's definitely a place of attention. It was also my first hand ever I modelled so...yeah... The model is based on myself. I know I know, I need a diet and a gym 😆. But I'm so big due to medication I need to take. We're working hard on a solution to that. Meanwhile I like to laugh with the situation and turn it into a goofy cartoon. I would also like to know how I continue best with the head. I have a more boxy shape of head. Do I best go with a square then? Or stick to a sphere? Many thanks for your insights and help. Greetings, Crash BEKING.c4d
  17. I owe you a serious amount of Belgian beer and chocolate 😅
  18. @Cerbera this should be it. I would have never gotten to this solution you showed me in all honesty. I had to peak and even then figure out how you did it. I did the coin slot on top with the help from my girlfriend. I know some stuff about C4D but usually I don't see the logical steps involved to get from point A to B. I really struggle hard with that BUT I try to get better at it. Piggybank_fix_0005.c4d
  19. Hey @Cerbera I'm gonna give it one more attempt haha. I really want to learn so it's best that I try and if I can't really figure it out someone can teach me off course. But I think it's good for development to do some effort. Tnx for pointing me to the problem areas. If I didn't find it in the next hours I'll reach out again for a solution. Tnx again.
  20. Hi @Cerbera @bezo Thanks for helping me out again. I was able to fix the legs with the technique you guys showed me. Looks better now. Still uncertain about what I did with the snout though but it's all quads so should be ok for SDS I think? Piggybank_fix.c4d
  21. Thank you guys for the help. I will look into the bundle to see how it can help me. For now I will do it manually I think.
  22. Hi @bezo Thanks for teaching me some stuff! I highly appreciate. Wanted to ask you though. How did you make the hole? I mean how do I get this nice equal sided 8 sided ngon? I know if I bevel the center I create a quad, but I don't know how to go to the 8 sides without cutting it manually and dragging it by hand.
  23. Hi all, Hope everyone is safe and sound. Sorry didn't really know where to post this one. I'm having a camera problem in a scene I build to display some models in. I cut of the top of the piggybank model so it's not shown. I only left the problem area in. In the attached picture you can see I get camera distortion making the front smaller then the back paw. I thought that was impossible with a parallel projection? Also playing around in perspective projection with the focal length doesn't seem to fix my issue. Which I don't understand. I'm trying to get sort of an isometric view. Can someone tell me what I'm doing wrong please? I need to get rid of this distortion somehow. Much appreciate the help. Tnx Regards, Pieter Piggybank_distortion.c4d
  24. Oeps I didn't even know that was a build in feature. I just knew there was a better way lol! Thank you very much for this. I greatly appreciate! Regards, Pieter
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