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Showing content with the highest reputation on 11/05/2022 in all areas

  1. Hi there, Just noticed I forgot to write a "formal" introduction. My name is Eric Smit, I'm a Director / CG / VFX artist living in Luxembourg. Some of you already know me. I was really active in the Cinema 4D community in the 2000s and early 2010s. These days my professional work consists essentially of filming, editing and post-production. If I work on 3D animations it's mostly for personal projects. As time goes, I find myself less interested in realism and "technical" achievements. I'm fed up keeping up with the technologies. I even go back to "primitive" CG with minimal shading and rendering set-ups. The faster, the better. Here two recent contemplative/mystical shorts :
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  2. Makes you wonder what he is going to do for an encore. 😀 No pressure!!! 😆 Dave
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  3. I think you're going about it the wrong way. You shouldn't make the geometry super dense and then try to force it into the shape you want. You need to start very broad with minimal detail to get the rough shapes and contours then work your way into more shapes. Move the points and polygons into the rough shapes of the face before adding more detail. I'd never use a boolean for something like character work. It creates unpredictable geometry that will be hard to animate with bones or morph shapes. I removed some of the loops to show you how easier it can be to shape the model with less (less is more). Here I moved the points with the Slide function (M~O) to roughly form the eye areas. I could have used the new symmetry thingie but I'm just breezing through this right now. Afterwards you can use a subdivision surface to smooth it out and add more geo in the process (btw, your SDS Mesh was turned off in your viewport filter).
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  4. It's not new. In the eighties VFX artists were already complaining about very difficult working conditions - low pay, no respect, insane hours,.. None of the sci-fi classics (say Blade Runner, Aliens, The Thing, etc...) were done without sacrifices. I've worked on a few movies - indies to blockbuster - and it was always depressing, exhausting and not even lucrative.
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  5. Hi folks, thank you all for this great forum. My question: Is there a way to have only one hair per guide. At exact the same place? So 800 guides and 800 hairs. Kind regards! Arne
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  6. Welcome In the Hair object choose Hairs>Roots>Root:As Guides
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  7. Ah thanks, I. suppose what I meant was 'what is a capsule'? as I had never heard of them, but a little googling has put me in touch with this development, a fruit of the new codebase we have been talking about for years, I guess? Looks interesting.
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  8. Wow... that was a real eye-opener, at least for me. Thanks for this, Igor.
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  9. It's a capsule that adds thickness using the nodes business. The only thing you have to be careful with using a loft is to make sure you have an even amount of segments so that quad caps / CPH / Grid doesn't create any triangles. CBR
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