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rasputin

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Everything posted by rasputin

  1. Hey guys, A real dumb n00B question. Here is a funny object I've made... it means nothing and refers to nothing, it's just a random shape. Attached here is also a wireframe view. Applied to it is a texture in Cubic Mode. I do understand the vagaries of texturing in 3D... things often cannot be UV'd precisely, so C4D introduces these "joins" or "seams"... places where your texture is going to be disjunct. (Unless you organize otherwise in the UV editor, of course.) I've pointed to a few with red lines. My dumb questions are: What is the correct 3D term for these "seam lines" or "join lines"? And: What exactly determines where these seam lines will initially be placed, where they will initially fall on your mesh object (unless you decide to adjust the UV's on your own)? Thanks, ras
  2. That is such an excellent tutorial, Cerbera... I so appreciate your time in helping me out here! I see a good modeler needs to exert "lateral thinking", viz the Inner Extrude process on the sole... 👍
  3. That's absolutely it. Thanks, guys. I'm not sure I would've figured it out had you not explained it here.
  4. rasputin

    chanteuse

    From the album: Rasputin's Gallery III

    Female figure imported from DAZ. Dress I made in Marvelous Designer, but textured in C4D. Hair styled in C4D. Corona Render, 150 passes.
  5. Wow! thank you so very much, Cerbera, for your time and erudition in giving me this detailed tutorial. So appreciated!
  6. Thanks, Cerbera! You are suggesting I do some things... which I've never done before in C4D modeling... So I'm going to have to use this opportunity to push my skills to the next level. You write: I always start this sort of thing with a number of polygon bands going across the top of the foot at key points in the form, which I ultimately bridge together into the final shape. I believe you are referring to using the Polygon Brush, correct? With 3D Snap active, yes? I've never modelled using this method... Never have used the Bridge Tool, either. Now's a good time for me to learn, hm? I've never used Doodle Paint, either. Must try this. It's a sure bet your modeling skills far surpass my own, at this point. I had made the upper shoe shape using Stitch-and-sew and Cloth's Dress-O-Matic! To sort of "suck" the polys onto the foot shape. As you say, my resulting topology was a mish-mash of triangles going everywhere, hence the lumpiness. You've taught me a great new word: "chirality". Had to look it up. Very useful word. I had planned to create a mirror image shoe which should "fit" my figure's right foot. Thank you so much for your advice here, much appreciated.
  7. Hey guys, I am trying to model a pair of shoes for a female Daz3D Victoria character. Here are some screencaps. As you can see, I've got the general idea more-or-less okay, but it is by no means "beautiful", elegant or realistic. Still looks quite rough and clunky, I think. How would YOU model a pair of women's pumps like this, assuming they need to "fit" the foot of a pre-existing character? Perhaps I should've placed this query under "Organic modeling", because as you can see, there is not a flat, predictable or regular shape here at all... everything in a shoe must be organic and must be curved appropriately. Realistic shoes just might be the most difficult real-world object I've ever had to model. Do I need to "cheat" a little and lop off the base of her feet? Your thoughts and ideas welcome! Thanks, ras
  8. Hey guys, Focusing on creating Hair in C4D. Last night I authored this short, lo-res tester video of an animated humanoid figure as it waltzes across the floor. Specifically I wanted to see how Hair Dynamics functions when made with Vertex Map tags influencing various parameters of the "hairdo". ie., could I make the hair dishevel a little bit with the figure's motion, while still retaining its basic overall shape? Best, ras
  9. Hey guys, A real dumb n00B question here, please forgive. It's like this: I've just created a single Material that took some work to design. "Cream Laid Paper". I want to save just that one single Material to my hard drive, as part of a library I'm creating. It happens that this Material is a Corona Material, but that shouldn't matter, hm? How do I save/export just this one single material? (ie., as a shader, including all its bitmaps.) It should be obvious, but to me, it isn't. I'm looking for a menu dialogue that simply says "Save Material" or the like, but it's not there. Or am I thinking about this in the wrong way? Thanks, ras
  10. I'm curious... Can I make guide marks... just quick 'n' dirty marks for my own creative reference... on the surface of a Geometry Polygon Object without going into the full rigmarole of setting up UV and UVPaint? ie., make marks not intended to be seen upon a Render... I want to indicate where on a geometry object I want to move and re-root a Hair object. Or maybe you know of a better way to achieve what I'm seeking to do. Thanks, ras
  11. rasputin

    1968 Model

    From the album: Rasputin's Gallery III

    An image I made this week. Figure is a DAZ3D figure. Dress made in Marvelous Designer. Hair and all else done natively in C4D. Corona render, 64 passes.

    © rasputin

  12. Hey gang, Can any of you solve this problem regarding the extrusion of splines? It's simple: I have imported these "Happy Birthday" 2D splines from Adobe Illustrator, and am trying to extrude them in C4D. Upon extrusion, the "eyes" and "holes" of the letterforms are not representing correctly; they are "plugged up", you might say. This is a dead-simple fontface, blocky, with the barest minimum of points... But somehow C4D is not "reading" the inner points correctly. Is there a solution for this, either within Illustrator or within C4D? I tried reversing the path direction of those inner splines, but still am getting the same disappointing result. I also tried doubling the amount of points along those splines within Illustrator... No dice, same outcome. You might ask: Why am I importing spline text from Illustrator instead of using C4D's native Text/Spline feature? Because I have bazillions of fonts on my computer, and C4D totally chokes and freezes when I merely try to change font families within C4D. Illustrator, on the other hand, can handle all my many fontfaces very easily (as can Photoshop). Thanks in advance, ras
  13. Really, really lovely. Love the painterly quality of the colors.
  14. rasputin

    THRILLS

    From the album: Rasputin's Gallery III

    Fun with Volume Building, Hair and Mograph. Render in Corona Renderer.

    © © David Lincoln Brooks

  15. Hey, Dave-- My purpose in this instance is not scientific, and thus does not need to reflect some natural physical behavior... I just wanted to extrude that spline to make curtains... and wanted the ripples to have that receding effect. Thank you for your erudition, though! Best, ras
  16. Cerbera! I Know!!! Once I had posted it, I couldn't figure out how to move it to SPLINES. Sorry. The old C4D CAFE allowed you to do just that! Why is there no longer a way to specify in your own post where you want it to show up?
  17. Hey guys, A question for you maths smarties (which I am not): What math Formula will give me a spline like the one I've hand-drawn for you here? Basically, it's a sine in which the repeating waves grow smaller... until you eventually get a flat line. Ideally, I'd like to have the repeating waves decrease by the Golden Ratio... ie., each ripple along +X is .61803 the size of the one that preceded it. My drawing is rough, but I think you get the idea. Thanks, ras
  18. I use Illustrator CC 2017... and have it tricked out with all my favorite plugins, which allow me to tweak shapes with more precision; I also, for whatever reason, like to envision my splines in a flat 2D atmosphere before sending them to C4D.
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