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Showing content with the highest reputation on 06/09/2023 in all areas

  1. Some random text to speciofic word 67_Random_text_to_word(MG).c4d
    1 point
  2. @bezoit's working ok now
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  3. It's for static conceptual interior renders and won't be close to the camera. Good idea about enlarging the texture resolution. For the bindings, I made some cuts with the applied texture as a guide and converted them to splines. Did a circle sweep with fillet caps, added displacer noise (as you suggested), then adjusted the UVs to match. Not too bad for what I need. Just need to flip a duplicate to the other side, connect/weld, give them some thickness and lighting hardware to finish it up, me thinks. The scene is filled with lots of other custom pendants, plants, furniture, etc so I'm confident it will blend in nicely.
    1 point
  4. It all depends what level of quality you're after. If it's a game asset the camera mapping is just fine. If it's a product placement you'll need more effort. For the binding lines, you could edit the texture in Photoshop and import it with a mask on top of the procedural shader. This way you keep the binding. Try enlarging the texture with some AI help for better quality.
    1 point
  5. I'd use Hair. (none of the following is tested I'm just describing how I would approach the a solution) Model the lamp with a Lathe (because it's not too spherical) and make cuts to define the regions of the strands. Disconnect those regions to make them different objects. Retopologize these regions in order to make "flows" (Cerbera can help). Select all downward flow edges and convert them to splines. You don't need to make too many of them. About 6-7 are enough. Then convert those to guides using Hair. Use Hair to populate between guides. Just to make clear why I'd choose this method is that from what I perceive from this image is that the organic element is made out of straws which is too much to model by hand and not too much to do with hair. So you don't need to render hair, you just need them to generate enough splines for sweeping. I've counted 24 long ones and just 15 short (vertical). After the hair have been generated I'd make sure the hair are generated as splines Then I'd Sweep the Hair. To make the strands look more uneven in their width along the flow I'd throw in a Displacer Deformer with a simple noise also elongated. Then add a texture for finer detail. Use a different Hair generator for the vertical binding strands. For the vertical ones, I think you can use a Hair Material (kink/frizz/wave whatever) too deform the actual guide but I forgot how that can be done... Alternatively you can use an Effector to deform those binders to look zig-zag...
    1 point
  6. Not by material, but you can split it by polygon selections, which in many cases results in the same thing. Split Poly Selections 02.c4d
    1 point
  7. Tools -> 'Replace with' is one of the most powerful functions. Change any part of your rig to a different object type, while preserving all connections, substitute a bunch of copies from an imported scene for render instances etc etc. Other one is 'Set Parent' & 'Unparent' instead of dragging & dropping in the hierarchy - move your animated objects to different places in your hierarchy with no hassle.
    1 point
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