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quadsdamage

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Everything posted by quadsdamage

  1. What CERBERA said above is correct. If you do some comparisons wit the models of Intel and AMD, AMD has better price and is pretty powerful too.
  2. I remember watching a video about Inverse Square Law and my mind was blown. Size and distance is something I really didn't much at the beginning. Like, I was even afraid to go over the 100% value for some reason. But for lightning is really all about experimentation and trying out 10000 times. The example of a lightning crew is great. Because when you light the scene alone, you don't have a buddy to correct one of the 3 lights. You've to discover that yourself. Hahaha I will try to take some pictures and observe the changes. Thanks JThreeD! Thank you, Vector! Much appreciated!
  3. Just watched. The interface is minimalist and i like. I really like the fact you rarely go around the software for other menus and stayed in the middle with middle click/right click to create and adjust. Houdini It feels robust and fast. Will try it out in the future. That's really amazing! What impresses me it is the power to control the model with ease and change the aspect without much hassle. Knowing Houdini and doing big projects must be incredible and great to come back to old files.
  4. Thanks for the advice, Alexander! Both Corona and Arnold looks amazing. I'll look into it. Did you made the switch for a new computer soon or stayed learning a little bit more before going ballistics on buying i7 / GeForces with mountains of TFLOPS? I'm planning to read some books about photography. Many people say they learned lightning with photography basics.
  5. Thanks for all the feedback, guys! Here we go again: Jack-o'-lantern Mindset on doing it: As you can see, I didn't have a clube about what modeling was or the good topology could be. But with the basics, I tried my best. What I've learned: - Preparing before and doing lots of tests with extrusions. With some modeling drafts, you won't get in the middle with a huge problem. - Light can be so much fun when you add step by step. - It's a confusing world when you add one line across the whole mesh an everything changes. But after you get that, you start to add cuts with more precision. Magnemite Mindset on doing it: Let's pick the most parametric Pokémon as possible, just in case I don't wanna get frustrated trying to do a Charizard. What I've learned: - That noise on low settings is not a problem when you can use a denoiser. Use denoiser! Chess Set Mindset on doing it: I'll just use the Loft on all these and baaam, job's done. But no no no, there is some good cuts between the bishop and the horse looks like a seahorse because it's hard to do modeling on him. What I've learned: - Best way to model the horse is with some sculpting! Umbrella on the rain Mindset on doing it: "I'll just add the water drops with a cloner. It will be easy!" Wait a second, why my drops are not on the orientation I want? AHHHHH What I've learned: - Selection tags are an important way to organize, and at same time, apply effects where you want them. Kitbash exercise Mindset on doing it: I remember being fascinated on how adding cuts was changing the model. So many lines, but for a reason! What I've learned: - Even segments on the model is the way to go, if you want to have a tight and precise model. Technical Modeling Mindset on doing it: This little fella might be the reason I've started to love modeling. Let me tell you that I did give up modeling him like 4 times or so. "It's too hard to make this into a single mesh/model" But here's a spoiler: What I've learned: - Perseverance is such a beautiful word Game Boy Mindset on doing it: Like the previous model, I did give up a few times on this one too. But after some good old days with coffee, I finished and it became the first project that I was really really proud of! I tried to do the whole game console. All the details on the front, on the back, the sides. Even the cartridge and a paper for maintenance from Nintendo. Looking at now, the lightning and materials looks "washed", but it is still a good render. Btw, I was so focused on modeling that I didn't even separated the buttons with Split or something. It is part of the whole case. Hahaha What I've learned: - References, references, create a folder with references you would think that you won't need. But details are there. - Use real measurements if possible and put cubes with those sizes - Different approaches usually occur when you stop modeling and try to look at the whole model - Forget about materials and lightning, finish the model first and make it look great. Wireframes baaaaabe: Thanks guys!
  6. "Keep making as much stuff as you can" is one the things I've learned after some good weeks. Because there are so much to know and thinker around, you need to forget about settings/tutorials and create some stuff yourself to really get to learn. Lightning and material is two big topics on my watch. I know I really need to deep dive on those. That saying lightning make or break the render is so true. Problem is having a mac as a computer and not having a great graphics card. So my learning on lightning and material is not instant and it takes a few seconds with the Physical render (even with the progressive option). It would be cool to have a render like Blender does, that give some realtime rendering. My future plans is to get a new computer and dive into lightning/materials/nodes/CPU-GPU renders. Thanks again, Alexander! Wireframes coming in hot! Thanks, Vector!
  7. Thanks Igor! Well and Bird really is a good mix, isn't? Yeah, I'm learning that low poly / high poly could be the same if you really wants to put nice details all around. I'm glad you like the insights. They are fun, because of the recollecting of the mindset at the time. Thanks again!
  8. Looks amazing! And ready for movie/game production too! Houdini looks really amazing. @Igor How do you feel about the difference of speed modeling on C4D and Houdini? Like, what it takes on C4D takes less on Houdini to make. Or, if it takes more time, it's better because of the procedural options and easy to adjust.
  9. Gobsmacked of how cool those results are This techniques + been a fan of Initial D or any media that involves cars and drifts could result in some great shorts!
  10. This shading is amazing. Is this a type of instrument or an engine? Love your renders, dude!
  11. So smooth! Really love the details of the tiny bevels of lines on the left side of the putter!
  12. So, it's been a while that i'm browsing the core. After some time, I think it's time to share some pixels, right? Not great pixels yet, because I'm still learning. But, I'll try to add some humor and notes of each mindset I was at the time of creating that piece and what I've learned since then. So, here we go: Rubik's Cube Mindset on doing it: It was pretty clear that I wanted to do a rubik's just because of the MoGraph/Cloner on C4D. At that time, I was extravagant on the bevel levels. What I've learned: Just about anything/model can it start with a simple cube. Greek Pillar Mindset on doing it: This was my introduction with creating something without checking tutorials. And my introduction to volume modeling (Which I didn't used much after. More on that story later) What I've learned: Volume modeling pretty rocks when it's used for snow, paint brushes, liquid and those tiny details. The Biiiird Mindset on doing it: This low poly start actually was because of Blender tutorials. Tried to follow the workflow of how each part could be united just because of the symmetry. What I've learned: Reference image on the background can do wonders The Well Mindset on doing it: This one is pretty famous among the Blender folks. The Classic Grant Abbitt Well. It was so fun doing it and really opened the doors for trying more stuff like that on the future. What I've learned: - Placing each pieces in different nulls was amazing to organize - Not everything needs to be realistic and low poly can be pretty as well Hitchcock Movie Titles Mindset on doing it: I was completely lost on the terms/functions/settings that involved GI as a whole. But my eyes started to shine just like this picture, when I was trying it out each render. What I've learned: - Pure black is a NO NO on materials. - GI is the Photoshop of Models for some scenes. It really gives a great look. Rim Wheel Mindset on doing it: Why this tutorial is just keeping one tiny piece of the whole object? OHHHH, Radial symmetry. I get it, I get it! What I've learned: - Modeling is hard - But modeling is awesome. Sooo awesome. I'll post more when I have the time. Thanks and have a great day/night!
  13. That sword upclose looks so good and sharp. Amazing textures too!
  14. Looks amazing! I say you've driven a Lamborghini a few times, to get the right details. 😝
  15. From what I've tried here, the shadows kinda look ok. Could you give more details on how you wanted to look? Here's some suggestions: Maybe using falloff on the light to control how bright it could be. Not using 100% white on the Sky Material, that could help on the Global Illumination too.
  16. I guess it's like seeing Nodes for the first time. I was really gobsmacked of how so many connections and different proprieties. But after reading and trying out (with the help of Uber material), you really get the hang of things. I hope to try it out Houdini sometime!
  17. Saw the videos. Ok, you aren't kidding about Houdini being miles ahead on that kind of workflow. It's pretty amazing and the possibilities are true infinite. Must be pretty cool creating cities and having total control on how each segment could be. But I guess you need to like math a lot too. Hahaha Again, thanks for answering, Igor!
  18. Thanks for the input, Igor! From what I've seen, you're swimming on the Houdini pool of functions and features. You mean procedural modeling like as the same way 3DS Max does with Stack Modifiers? I've tried 3DS for a couple of days. Bad interface, but that sweet sweet stack would be amazing on C4D. Houdini works as the same or it's even more powerful for modeling?
  19. This is a question for the people who got a little bit of experience in C4D/3D (2/3+ years creating) What kind of areas you wished you did learned sooner and changed the whole game/perspective on how you create? Examples: "If I've had learned UV mapping, my textures would be much better" "If I've tried to learn more about reflection, my renders would be more realistic" "Sketching before doing it saves time" "GPU rendering, "woah" (Keanu Reeves voice) And so on...
  20. Afters months of learning, I've decided to try to participate more. I'm from Brazil and really like the modeling part. (Quads for life, baabeee)
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