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Cerbera

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Everything posted by Cerbera

  1. A huge thanks to CG Shortcuts on Youtube who has found this amazing functionality... CBR
  2. I am desensitized to the sort of violence in this to a large extent, not because I see a particularly excessive amount of it, but because I get sucked out of the horror of the moment by the technicality of the achievement. Those creatures in Ep 1 were UTTERLY brutal. but were one of the most impressive things I've seen for while, and any empathy I may have for the predicament of 3D characters is largely stymied by the brilliance of the execution (and I mean that in both senses !). It's damn hard to realistically smash a 3D face, and bloody reds are a great colour scheme :) The sheer volume of violent content available isn't necessarily indicative of a world that is more violent than it used to be (aggregate long-term data suggests the very opposite; that now is the least violent time in all of earth's history - there is slow, gradual upward curve toward enlightenment values and away from violence. Personally, I value that the only violence I am exposed to is safely delivered to mostly fictional characters in our entertainment media, where of course it has a justified place as one of the more unsavoury parts of the human condition...
  3. Well its crease options are already better than ours ! :/ But personally I wouldn't use anything that had smiley faces in the GUI ;) CBR
  4. I thought about posting about this the other day - awesome series ! :) The first one particularly - Sonnie's Edge was pretty breathtaking... but really enjoyed most of them... CBR
  5. Cerbera

    Elysii Beetle

    Well that's very rewarding topology isn't it ? :) Not one more poly than what's needed... lovely job. CBR
  6. Have you seen this ? https://www.laubwerk.com/store/surfacespread/ CBR
  7. The dragons are getting bigger, the Wall is getting smaller, the zombie Polar bears scarier, and the VFX all the more mind-blowing :) For anyone who hasn't seen it yet, here's the surprisingly lengthy VFX reel for the last series... Loved Weta's scary bear (which was almost entirely hidden by snow / fog in the show, but that wall coming down was just.... spectacular in all the right ways... Anyway, enjoy the destructo-goodness :) CBR
  8. Fancied a quick little personal weekend modelling project, so thought I'd do the Golden Snitch from Harry Potter. Painfully easy to do with either Volume builder or Sculpting, I fancied more of a challenge so I did it properly, with SDS. Here we are at the end of Day 1, most of the modelling done, but no textures yet... 100% quads, but still the odd 6 point pole remaining, not that it creates any artefacts here :) Of course it's different in every film, and you can tell they didn't know it was going to have to open until film 6, but I'm doing the film 3 version, arguably the best of the series because Alfonso Cuaron was in charge... Texturing tomorrow... CBR
  9. Very nice :) Did you model it as well ? Can we see the wires ? :) CBR
  10. For those of you who haven't yet heard, and miss the old Ask GSG sessions, they are back, tomorrow, under Chris Schmidt's latest Project, Rocket Lasso. Bring your questions, and show him we appreciate his efforts by turning up to the first one. Kicking off 2 pm CST / 7 pm GMT this Wed on Twitch. CBR
  11. Cerbera

    Crying floor

    Getting better all the time :) CBR
  12. Is that Rose gold ? Very nice :) CBR
  13. I'd be very surprised if that cushion / seat bit is actually part of the mainframe, if you see what I mean - wouldn't make any sense to manufacture it that way... I think I would have done those bits separately, which would have made SDS modelling it a breeze, but your point still stands - VB still does it a bit faster, removes the need for modelling skill entirely and is a worthy upgrade / alternative to that horrible boole tool, and if you don't need to further edit the result or use UV mapping, is very good for this sort of thing. Interested to see the rest of your room when you get there... The trouble remains with the VB that it needs millions of polys to do what SDS could do in 1000 times less, so I'd be cautious about filling a whole scene with VB objects lest it becomes needlessly processor-heavy. Unfortunately although it does include the adaptive topology reduction option I find that in practice we pretty much lose our surface perfection as soon as that leaves 0% ! :/ CBR
  14. Cerbera

    Crying floor

    If you fancy a challenge, now we can we see the same floor after 100 years of regular use and in general disrepair !? :) CBR
  15. Lols, I started with the back-end of mine, hence v slow progress so far - you're right - segmentation and multi-aligned panels like that is always a challenge, and mine's entire body is made of those :) Yours is looking great tho... CBR
  16. This might be linked to the boole (don't they always cause the problems ? ;) not having 'Single Object' Ticked when you made it. That was the case in someone else's question yesterday, although that referred to dynamics collisions rather than TFD. I don't have TFD or have any experience of what it requires in a collider, but I would still make an educated guess that the boole is the issue. You could test this by trying to confine TFD to just a simple isolated primitive (or any polygon object not made by booles). If it works with those, then I'd say the boole remains chief suspect. If that is the case I can certainly model the part you need without booles, but obviously not having TFD myself, cannot guarantee it will work !! CBR
  17. No, he means left and right sides of the Xpresso Nodes. You don't drag the sliders into Xpresso directly. You drag the Parent Object in, and then expose the User Data (the sliders) as ports on the output side (RHS) of the node. CBR
  18. I know :) Hoping the Thin Film Shader can do them justice ! :) CBR
  19. Inspired by @anglereserve's recent post on his Bull Ant, I set about finding some reference for a Jewel Wasp I was thinking of modelling myself. And while I was doing that, I came across this remarkable site, which not only provides some of the best arthropod reference anywhere on the net, but also is worth a look just for the sheer beauty of the images and the ridiculous level to which we can zoom in to appreciate the microstructure of these creatures. Absolutely breathtaking stuff, so sharing here for your reference (not you, angle, they don't have a Bull Ant unfortunately !), or general appreciation... Now I've seen those, I'll be doing this orchid Bee I think... http://microsculpture.net/orchid-bee-top.html CBR
  20. Cerbera

    RPG-7 Model

    That is a lovely modelling job, gets a Gold Star from me :) Rendering awesome too, but it's all about the wires for me. CBR
  21. Can't believe I missed this, the latest adventures of now legendary Scrat when it came out, so posting here for anyone else that missed it too. The BEST character, and the best character animation you will ever see :) Also excellent fur. Enjoy ! This wasn't done in Cinema, but I bet we could get pretty close given enough time and skills :) CBR
  22. Oh yes - for pretty much everything I look at for longer than 5 seconds now, my brain will be overlaying virtual polygons and auto-suggesting edge flow and all-quad topology options. I look at trees, and see L-systems, I look at the ocean and wonder about fluid solvers, and when I see sunsets and clouds I wish the Physical Sky was better :) Whenever I find myself somewhere truly beautiful I still manage to hold on to that sense of awe at nature, but at the same time, my brain is also very much working out how we might get an HDRI of that :) Seriously though - I suspect 3Ding is like musicianing, in that it gets certain parts of the brain practiced at thinking a certain way, and doing activities like music or 3D will of course open up new pathways, possibilities and ways of thinking as you improve your skills. I never used to be able to see 20 moves ahead when modelling for example, but years in Cinema has slowly retrained my brain to be able to do that. Indeed it has also increased my precision and general levels of diligence and technique, and I am now programmed to enjoy efficiency of action and an immaculately organised Object Manager in a way that was positively alien to me when I started. On the negative side, I have never seen anything that comes close to the massive periods of lost time that can happen when you are 'on one' in 3D. The amount of times I have thought to myself at 7 pm one evening 'Oh, I'll just pop in there and tweak that topology for 10 minutes', and then there's the dawn, and 15 hours have mysteriously disappeared. Can't believe I'm the only one that happens to !! :) CBR
  23. Cerbera

    Winch

    You're welcome. If you want an alternative to making the rope with textures, this remains a really nice way of doing it with geo. Winch Epicycloid.c4d CBR
  24. Cerbera

    Winch

    Ah OK. Yes, make your sweep along a straight spline, then spline wrap the whole sweep along the helix spline that is wrapping the winch barrel. Here's a scene file which might be better than my explanations :) Winch.c4d CBR
  25. Cerbera

    Winch

    Never make cabling out of lofts - that is a singularly unhelpful method for anything rope-like ! You definitely want a Sweep for that. I don't think there's anything happening twice in that setup - I reckon we need every stage of it for it to work, but if you can prove me wrong I am happy to be corrected :) CBR
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