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Cerbera

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Everything posted by Cerbera

  1. Yeah, if they went nodal shader network for R19, that would be my £540 justified right there on its own :) Dare we hope ?!
  2. He already does ! See MerkVilson youtube channel. CBR
  3. Yeah it's another winner :) Looking forward to seeing how you're gonna tackle the feathers ! CBR
  4. Thanks Spiral for your comprehensive insights there - I am learning a lot from you lately :) I will improve the cloth, lose the eyes, and move limbs in so they are part of the main body I think - it's all good points. Also thanks to @DanLSK, @VECTOR, @bobc4d, @ninjad who have convinced me no eyes is better :) CBR
  5. Wasn't looking imposing enough with some test textures on, so have increased evilness by another 30% !! Still no sculpting yet, but I have done some UV's, so just checking those out to see what we've got... But help me out cafe - I can't decide - eyes or no eyes ??? Oh, and added a small skull hill for him to stand on (he'll be in an alcove later, but he's out in the open for lighting tests)... PS: I am stoically not listening to any comments from @spiralstair whose words will invariably (and correctly!) include the phrases 'too thin for the weight', and 'can't possibly support itself' ;) Actually, I am listening, and will make the staff and blade a lot thicker, and cement it to his head and shoulder. CBR
  6. If you can model properly, you don't usually need or want to use Booles, but even I must accept that something like Max's ProBoolean would be a damn sight more useful than what we have now. But I'll eat my hat, and the box the software came in if that's in R19 !! :) CBR
  7. Yes. Can confirm Photomatch does work with R18. It is listed on Toolfarm's compatible plugins page. CBR
  8. This week working on robes, cowl and scythe base meshes and just getting things into general position before I add some carved skeletal hands. Leaving most of the folds and robe detail to sculpting, and haven't got the silhouette / proportions quite right yet, but it's on its way... Can't decide if his scythe handle should be straight or contoured like real ones are. Making life unnecessarily difficult for myself, I've decided he should probably be standing on a mound of broken skulls as well, so there's that to do too, but it's all good solid 3D fun... CBR
  9. Cheers dude. Yeah always good to show your flow. Talking of which, I've retopo'd the back bit now for a much improved flow in that area. Will upload that here when I've finished his robes and scythe and stuff. Surprisingly, the biggest challenge I am facing with the gargoyles is that I'm going to have to find a way to make them solid concrete complete with fascia / blanking panels and no hanging out bits where the concrete couldnt' support its own weight. Whilst it's easy to do that with robes and sleeves and folds, it's considerably harder with a skull in a hood and a massive scythe ! I might end up collisioning the skull model with a suitably shaped plane so that it looks like that's all one solid piece of geometry that can be first sculpted up in detail, then sculpt damaged back down again... all this just to make it look like it's one solid chunk of rock that's been there properly ages. CBR
  10. I think he's constantly mentioning C4D because the video series is for Maya users coming from C4D so he is probably primed to try and convince those people they've done the right thing. Fortunately, people are free to call out the erroneous C4D-bashing in the comments, and a few already have...
  11. You have to go get them separately from the online updater in Cinema. CBR
  12. Cerbera

    zombie

    So how did you do those blood trails, @everfresh ? CBR
  13. Oh yeah, don't get me wrong - I wanna see the vulture first - I'm just queuing 'em up for you :)
  14. Yeah, but WHAT a ball with a head ! ;)
  15. Fat eagle in flight ? Tiny little wings.... Oh, no, do an owl !!!! :)
  16. Well all yours are great, but its the animal ones that really win it for me :) More fat birds please, and I never thought I'd say that !! ;)
  17. Yep, I think he remains my favourite of all your characters :)
  18. Cerbera

    zombie

    Oh it's such great movement :) Bravo, maestro ! CBR
  19. This week, I've been working on more stone details, specifically my grim reaper gargoyle - I've been building his head. Initially this was going to be ultra low poly, but I got a bit absorbed in the complexity of skulls in general, and wanted to do something a little more detailed. I've made it 20% more 'evil' than regular skulls, for obvious reasons. 7K polys so far, most of them in the teeth :) Oh, and couldn't resist adding some scary eyes, just to see what that looked like... CBR
  20. Yes, that's excellent, specially the bed details, and overall lighting, which is really good. Panorama bit works nicely too, so a lot of win all round ! CBR
  21. I think that's not bad at all. Modelling seems fine, apart from some segmentation I'm sure I can see on the back of that small blue desk chair. Lighting is also OK but maybe a little 'flat' and uncontrasty overall. The main things you could do to help this look better would be to improve the materials / add damage and wear, and to add more subtle details like coving and skirting, and things on desks. Metals particularly could be better, possibly by changing what they are reflecting and making them less blurry. Other than those small things, overall it's a pretty solid effort ! :) CBR
  22. Yep, AFX, XParticles, Octane. And Unfold 3D if you hate UV mapping, and have to do lots of it. CBR
  23. Go to your profile, albums tab and you should see your stuff there, and the ability to add new albums and further images. CBR
  24. R18 owners ! Put away your correction deformers ! Not a minute too soon, Cineversity have released an amazing python-based selection tool for primitives. REALLY flexible selections, and some nice little features to show them easily. The pattern-based selections particularly are very helpful, and the way we tell the tag which pattern is very simple and quick. Great work guys... https://www.cineversity.com/vidplaylist/cv-parametric_selection_tag CBR
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