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Showing content with the highest reputation on 04/05/2022 in all areas

  1. Hi everyone, I'd like to announce the release of a new plugin for Cinema 4D: Asset Juggler Asset Juggler assists with the creation of series of unique combinations of arbitrary assets. Be it in game development, in order to quickly show different options and variations of a project to a customer or, as requested several times in this community, for series of unique images... We put quite a bit of effort into the design of Asset Juggler and its workflow, to provide as much flexibility as possible, while at the same time keeping the time to results as short as possible. The unlicensed version works as demo, so all functionality can be tested prior to investing money. Only limitation, series will have a maximum of five combinations. Special thanks to forum member Tural Mammadzada for helping with workflow ideas and testing. Cheers, Andreas
    2 points
  2. Installing now. Rethinking C4D altogether at this point...
    2 points
  3. Hi Everyone, I'm Evan, a Graphic Designer from the Canadian Prairies. I've been teaching myself After Effects for the last few years and finally got a job with an opportunity to learn 3D. I want to learn more about mograph and general animation, however my job requires an even split of stylized animation and photo realistic renders. Unfortunately my 1080ti died last month so I've been focusing on sketch and toon recently! Xpresso almost makes sense to me. Will be seeking help on how to improve that particular skillset Other than that I love video games (specifically handhelds), mechanical keyboards and strong coffee!
    2 points
  4. Poor old Tim Sweeney - he looks so very uncomfortable. A presenter he is not. Nor is the rather stilted and overly scripted presentation format helpful. It is quite noticeable in most speakers on this digital stage, even the ones who do a reasonable job presenting. When they switch to the interviews it gets much better, though - far less scripted. The content is really interesting though. It is obvious tech like this is going to replace off-line render engines for much CG work (and already this is happening/has happened). I think I am going to install this version next week and play around. It's been a while since I checked out Unreal 2/3 😉
    2 points
  5. From the album: FINALS 2022/2023

    © Privatepolygon

    1 point
  6. this was a very professional presentation. I think the community centric setup, the huge free offerings and the urge to use all the complex tech to give the user a easy to use interface to super easily archive the most common tasks... I really think that is the way to go. I think also the old school 3d Programms need tools that just take care of the most needed tasks. I mean how many skys, cities or streets need to be setup all the time, and how complicated is is to get for example a sky with animated clouds. It is like a mussician that always has to build his instrument before he can make music.
    1 point
  7. As a new C4D user, that's probably one of the best things that could have happened to you. The 3D world has become considerably less imaginative over the years and now almost exclusively relies on modern renderers to achieve the exact same looks. You should have a lot of fun with 3D and S&T, especially as a Graphic Designer. Welcome!
    1 point
  8. HI - thank you. I would just give away the scene, but there are material and lighting assets in there I'm not authorized to share, but here is a breakdown. The chair model is free on CGTrader.com The lighting HDR map is from https://www.pingo.nu/vfxtools and there are some free samples - I believe the one I used is part of the free samples, but downsized. Materials are straight from Polligon.com, though I add a color correction to the wood diffuse and usually dial in the reflection myself, but minimal tweaking. Just using a standard Shadow Catcher material to create a seamless background. I'm using a LUT inside of Corona, but no prost production. I played with camera settings ISO: 1600 and F-Stop at F-16.
    1 point
  9. Okay.....after a short pause, I am now working on modeling the landing bay as seen from the outside of the Death Star. Basically using this matte painting from Return of the Jedi as inspiration: Given the potentially monstrous poly count, the landing bays pictured here need to be converted to a very low poly version....and come in 3 different sizes. The fully modeled landing bay I just completed weighed in at close to 606,000 polygons and 75.4 Mb. The low polygon version is shown below: Again, this is ONLY meant to be seen at a distance and have just enough interior geometry so that there is a natural parallax shift going on as the camera moves past. Essentially, a box with the textures made from the interior renders of the full size hanger bay. A low poly version of the column supports were placed on the side over the rendered texture of the side walls to take the curse off it being a flat image. All images have luminance so that no interior lighting is required. Still a few more things to add/improve but right now it weighs in at 343 polygons and 0.178 Mb. A good start. Dave
    1 point
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  11. One more from the flower series: Allium
    1 point
  12. Welcome! Luckily, GPU prices seem to be going down hard right now, so maybe it's not as bad 😉
    1 point
  13. I'd settle for: - Single GPU license for Redshift built in to C4D. Give us a modern renderer for our license, please, even if it's limited. - Viewport/playback speed enhancements I'd absolutely love but don't expect: - Modernizations (speed/realtime) to Sketch & Toon - Next-gen particles - Cloth speed increase I'm sure there are modeling enhancements that other people want, but honestly for my limited skillset, what's in there is good enough for now. I can always add blender for modeling if I need it or if I somehow find the energy or time as I age and become more sleepy. 😉
    1 point
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