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caliburn

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Everything posted by caliburn

  1. Following this thread with much interest as i once tackled this project long ago using Imagine and later on lightwave,so know full well what a pain it can be ;-D at least you have semi decent references nowadays i had blurry vhs tape aieeeeeee its all looking fantastic :-D
  2. this is where the missus raises her eyebrow and says "have you been using the stretch deformer again" ;-p lol
  3. by complete coincidence i was watching sg1 last night and my eyes caught the title sequence again and i think the leaf engravings seem to be a straight chamfer? which should be less taxing to do at least :-)
  4. loving your work so far ,looking at the reference photo earlier the gate symbols seem more a part of the gate,those seem a little stuck on , im sure ive seen a boolean plugin that solves this by welding the two objects together, i know you are trying to keep it boolean free ;-) i just dont know to what level of realism you are going for on this. also the leaf shaped decorations near the outer part of ring seem to be very flat edged, where the photo they seem to be fairly rounded, however this might look better when textured or with a bit of AO applied? cant wait to see next stage man
  5. its only a few random shapes extruded and overlaid? yea might take a bit of time to do but you can duplicate it for the other chevrons? maybe just alternate positions of a few pieces so it looks a bit more random?
  6. need the quakers to make an atmospheric plugin too so we can have decent clouds and i will happily pay good money for that ;-D
  7. spotted a lego brick in there.....just getting sloppy man ;-p seriously though epic detailing!
  8. im sure its a spelling mistake,but redshit? you need a hospital check up man lol ;-)
  9. both items are valuable resources and thanks to all for producing them :-)
  10. Adding Ambient Occlusion will also help the realism,but the stone looks too shiny,it doesnt have to be grubby but imperfections add to the effect. also consider the brick textures, look at the other pics given,you can only see the stone/bricks etc when up quite close,a lot closer than your final pic, so that crys out unreal for me,i think you need to get a realistic reference for the size of your stone texture and then perhaps alter the antialiasing of that texture so its a bit more blurry. you want to have hints of bricks at that distance as various parts of them will be lit or shaded,you cant really do that so you have to fake a lil bit
  11. oh sorry i misread what you meant lol i just meant for my own use just in case i gave anyone else the wrong idea
  12. yeah im busy building my own small library of parts so im ready to rock when this plugin touches down :-)
  13. also could maybe control sizing with mouse wheel and have a button to "commit" to when you have done? :-)
  14. Do you think it will be added in the usual update that happens a few months after the new release or will this be in R20? do you know if there are any plans to integrate the substance materials into pro render? if not this will be a bit of an own goal as they are set up ready for PBR workflow arent they?
  15. think c4ds is rapidly becoming king of plugins :-D nice work!
  16. ive seen loads of models of this and i can say this is the best one ive ever seen,all of the others seem to have one or more innacuracies,but i think you have nailed it! :-)
  17. well if the gossip is correct then r19 will be a release for the gpu renderers all right :-) i want to see what this pro render can do, but if not i think i will take the plunge with redshift p.s nice article by the way and well done man :-)
  18. how does the normal c4d renderer compare in speed to redshift in your opinion? I must admit the renders you produce are wonderful but am hoping they arent like all the stories i hear about Arnold, nice but slow :-)
  19. i remember back in the old days something like c4d r7 (lol) had a scene where they had a fab sun and all it involved was layered volumetric lights. i havent got the scene, maybe some other oldtimer has it to show you? :-)
  20. if you arent a massive production company who can pay for programmer to be on site writing custom code for them,they dont wanna know. thats been obvious for at least last five years, ive seen quite a few users who produce wonderful stuff and i feel sorry for them now
  21. been watching him on vimeo for ages :-) great stuff
  22. not sure if this is of any use to you but i have been importing daz characters using FBX with no problems for ages? you can use pose morph tag with fbx too. character is fully poseable, the only limitation ive got with it is i have to completely re do the textures every time i import, there are a couple of ways of doing this but they arent ideal and only partially work.
  23. Lowers hat, See you in Boot Hill Dan, adios :-(
  24. All i can say on this is,everybody has their hobbies and things they want to concentrate on and these things change over time, im very grateful to nigel for providing this place of discussion and learning and hope that he has as much fun doing the other stuff :-) nearly everything i have learnt about C4d has been from here so thanks again :-)
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