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Showing content with the highest reputation on 09/12/2023 in all areas

  1. pm request Resample spline : ) 206_Resample_spline.c4d
    2 points
  2. don't see an announcement with David in the IBC schedule.. first one is at 11am hopefullyt it will just drop on the website before Friday, September 15th 11:00 am CEST Vladislav Solovjov Photo-Realistic Boutique Look with Cinema 4D and Redshift Vladislav is a one-man army Creative Director based in London, UK. With more than 14 years of professional experience in the CG and motion design industry, Vladislav successfully collaborated with numerous clients including Nike, Adobe, Apple, Audi and many others. In his first presentation, Vladislav will share some of his techniques for achieving stunning compositions with great sense of realism in Cinema 4D and Redshift. His second presentation will focus on breakdowns of some creative experiments and animations he made in his spare time.
    1 point
  3. I would kill for this in C4D. Yes, You can do it all already - I do this everyday as Concert renders are my business, but to have it all procedural and adjustable with sliders would be amazing. Great idea for a plug in. Thanks for posting.
    1 point
  4. At the moment we only have a select few producing dedicated scene nodes tutorials, but I think we can expect more and more of those as the feature set becomes more refined and 'complete' (such as these things are ever complete!). I think they are wise to work more in the background producing a solid base for the future than they are publicising / training for it too widely while it is still a work-in-progress. I look forward to the future wonders of scene nodes but I think their real time to shine hasn't quite arrived yet... CBR
    1 point
  5. If I may be so bold. In my experience, a lot of universities running 3D courses seem quite myopically blind what the real world demands are of 3D artists. They look at what the most exciting things are for students, predominantly working in the movie industry and seem to blindly target that as if it will be getting their students a job at the end. The reality is that the vast majority of 3D jobs are for generalists, people who can model, clean up cad, texture, light, animate, render, post produce in AE + PS. For every person spending 2 years working on animating Groot's left nut, theres 100 more working at a less prestigious company creating every day artwork. Product renders, adverts, previz, theatre shows, projection shows, town planning, architects, packaging visualisers.... We recently went to some university recruitment days looking for new staff, and honestly the experience was quite miserable. Maybe 30 stands from employers looking for people and perhaps a couple hundred students handing out resumes and virtually everyone who we spoke to was unsuitable. More or less all of them had chosen one single specific niche, looking for a job at a studio. I need someone who can take a client's idea and run with it from start to finish. Instead all we found were 20 people that want to do nothing but rig characters, 20 texture painters, a dozen modellers and a random scattering of uv layout people, simulation engineers and TDs / scripters. Not one of those people could produce anything from start to finish.
    1 point
  6. It's only scanned models animated with Mixamo (I recognized the mocap directly) and duplicated with a cloning/particle system. There's nothing really "procedural" about it. It can be done manually in Cinema 4D, for free and relatively fast. The easiest way: 1. Create your characters and looped animation in Mixamo (https://www.mixamo.com/). 2. Export them in Fbx. 3. Load the files in Cinema 4D, adjust the textures, make variations (colors, scale, speed, ....). 4. Clone these characters with Mograph or Xparticles. You could also use the characters in Cinema 4D's asset browser (Models > Humans > 3D people), load and animate them in Mixamo.
    1 point
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