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kingcoma

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Everything posted by kingcoma

  1. Version 1.0.0

    24 downloads

    Complete .psd file incl. layers. This file was my final entry for the 'cosy tavern' competition. For educational purposes only. ©kingcoma.com
    Free
  2. Version 1.0.0

    68 downloads

    Complete scene of my entry for the 'cosy tavern' competition. This file is for educational purposes only. Models and textures cannot be used in any other way. ©kingcoma.com
    Free
  3. Always lame when someone asks for the 3d files. If this wasn't part of the deal or job in the first place, or this hasn't been negotiated in the beginning, it's always trouble. I've had a very nice client who loved my sketches of a character, and he wanted to buy the intellectual rights for that. We agreed on a price, set up the paperwork and both parties were happy and content. I also had another client asking for a 3d source file, and if I didn't hand it over, their client wouldn't pay the bill they owed to my client(about 40k bill) which put me in a position I didn't really had a choice. If I didn't give them the file, I would lose a very good client of mine, and they didn't get their 40k bill paid by their client. After several of these incidents I decided to talk to a lawyer who specializes in copyright and they made a terms of agreement, which I always forward to my clients. This did cost me quite a lot of money, but I was really sick of those questions and being put against a wall. Also, when you say 'additions' or alterations to your model, that is something you have to agree upon. If you don't want to have any alterations or additions to your design or model, they can't , unless they have your approval for that (and your approval of the outcome they produce). You could say you'll be happy to make these additions or alterations for maybe a bit lower price for them, or that you have no trouble fixing things for them to keep the same level of quality. When you give your source files away, who knows who's going to work on them and what they might do to it (and destroy your work). If you have a very specific style, this could be a bad thing for your reputation. Others might recognize your style, but maybe not the amount of detail they're used to. IF you decide selling the files, make a very good price for yourself. When the client has the source files, they can make countless more things with it, visuals, animations, anything YOU could be doing for them at a fraction of the cost of the source files. But to answer your question a bit more to the point (sorry, I get carried away when these questions pop up): it depends. Who's the client, how big is the client (only local, national, international), are you selling just the files, but not the intellectual rights, and so on. The sketch I talked about in the beginning of this post, went away for 25k (for just a sketch and the intellectual property). Another 3d model went away for about 6k, without the intellectual property. So it varies. And again, always go for the 'no, I'll be happy to do it for you!'
  4. I do this directly in the timeline itself, not in the dopesheet. Works like a charm for me (but you need to know exactly which keyframes are what > position, rotation, scale and such)
  5. From the screenshots shown, it looks like you could also use a spline and a lathe.
  6. If you want, you can pm or email me the file. Still have R19 on my machine.
  7. Thanks for the reply Bezo! Well, yeah. I started modeling in symmetry, and when I was done with the modeling I made the symmetry editable, so I had one object. Initially I unwrapped everything, and for example, the left and right arms and legs were identical in UV mesh. So in order to save some space on my texture file, I placed those on top of each other. This saved space and I only had to paint 1 time for both legs and arms. After that, I did a sculpt, and when I baked that, obviously a complete mess! 😄 So I redid the UV mapping, put everything correctly, not overlapping, and started a new sculpt. Baking was a success, but with those small little spots in my original post. Weird! I'll probably do a new sculpt and a new bake, but was curious if anyone bumped into these things before.
  8. Opened the file yesterday to save it so I could send it to you guys, only thing was: my sculpt object is for some reason completely messed up. One side is ok, the other is checkered. See below 😕 Didn't change anything to the file, because when I did the baking-thing, I saved it as a v3, and started on a new file v4 (this way I always have backups of previous files) UV-map is still exactly the same as before. 🤷‍♂️
  9. Baking was done inside cinema4d, in the sculpt menu > bake sculpt objects. I did see a tutorial where they were talking about raycasting and cages (because yes, I do look things up first before hurling questions on the cafe 😉 ) In that tutorial, they lowered the raycasting emitter significantly, so maybe I'll have to give that a try. And I'll have a look at xNormal as well! Thanks!
  10. Thanks for the reply! I'll have a look if I can zip the file(s) and send them over via wetransfer this evening. Pretty big file (with texture map and sculpt file)
  11. Hi there! Trying to bake a normal map out of a sculpt, it's working pretty good, except I get a few weird spots randomly. Any thoughts what these are and why they're there? And maybe how to get rid of them?
  12. Well, a fast and easy solution is to put the cone as a child under the Head_c controller
  13. Thanks for the replies guys! Didn't have time this weekend (working) but here's the file of the character I was talking about. binnie rig upload.c4d.zip
  14. My agent asked me to make a simple, fun animation. 'Something with an astronaut' was the complete and very detailed briefing.. =D So I made him this: Agent very happy now! ^^
  15. Yes. I'm yet again annoyed about an IK-spline. Probably has to do with me and the fact I'm at rigging =D Anyway, here's my problem: I've made a character with 4 tentacles, and they all need to move. No problem, slap in a spline, bunch of nulls, an IK-spline and presto! It works actually pretty good, except for the fact that some joints (randomly) start twisting when I either scrub the timeline, or start moving nulls around. I can manually fix this by rotating each joint, but that's time-consuming and unnecessary. Probably has something to do with poles or banking? I really don't know, hope you guys have some tips or tricks for me! Attached a screenshot of a tentacle when I open the file (an animation) and a screenshot when I scrubbed the timeline a couple of times. Also the setup of my IK spline. Thanks in advance!
  16. use the split command to split the spline you selected from the group.
  17. Hello, I tried this in R21, with a torus, and animated the pipe radius and ring radius, like your example. In F-curve mode (not in dope sheet), it works just fine here. Just select the points you want to adjust, and drag the handles. Every point selected (no matter where they are) will be linked and will be adjusted accordingly. If this doesn't work in your F-curve mode, maybe upload the file so I can have a look.
  18. That introduction text sure made me laugh =D If your joints and bones are placed correctly, and your mesh fits all the joints but you get this 'shift', try this: Disable the skin tag (click the green V next to it), select all weight tags of the mesh, and press 'set bind pose'. If you now enable the skin tag, it shouldn't shift anymore.
  19. Hi everyone, I wanted to start lip-synching an animation, and because there's a lot of scrubbing in the timeline, this is something super annoying for anyone around to hear. Not for me though, because I have to hear every little sound and synch it. So I wanted to use my headphones, but the audio from cinema4d R21 isn't coming from the speakers, but from the built in Mac speakers. Everything else works just fine.. Spotify: headphones. Youtube: headphones. Quicktime: headphones. R21: speakers. What? •_•? Does anyone else have this problem or does anyone know how to fix it? Thanks in advance! Edit: R20 doesn't have this problem, by the way. 😕
  20. Hello, After a few years I had a go (finally) with the character object and it works just fine. I'm just wondering: how does one add additional joints and controllers for i.e. the eyebrows, or in this case, the top of the hat? Do I have to dig in the HUGE hierarchy of the character object and add joints and controllers there? I'm a bit hesitant to do this, because I'm afraid to mess the whole character thing up.. Or do I add i.e. an 'eye component' and change that to an eyebrow thing? Any tips, welcome! Thanks in advance!
  21. Smart! =D And fast, a 288x145 render as a final image! Ha, awesome. Nice client too!
  22. Did you do an optimize? Or an 'align normals' ? Switch 'use edge breaks' in the phong tag off?
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