-
Posts
17,859 -
Joined
-
Days Won
708
Content Type
Profiles
Blogs
Forums
Gallery
Pipeline Tools
3D Wiki
Plugin List
Store
Downloads
Everything posted by Cerbera
-
I could build you one of those, but TBH it would be a lot cheaper if you could find a stock one ! There are tons on Turbosquid for example, but rather less that are rigged and in C4D format, although good few more do offer FBX, which does come into Cinema with rig intact... CBR
-
No need to post it twice ! What sort of dog breed are we talking about ? Short-hairs range from Chihuahuas to Great Danes ! CBR
-
Those can be made incredibly quickly by sculpting low poly cubes, and using SDS to smooth them, much in the same way as this guy is making teeth. https://vimeo.com/173471346 I would do those parts with quads :) I am not concerned with minimizing polygons as much as I am with decent topology ! Polycount really isn't important (within reason) unless these are going in a game or are being live-rendered / generated in the final format. Otherwise, whereas historically people cared about polycounts because computer systems struggled with complex models, this hasn't been the case for years, and modern hardware means we no longer have to reduce polycount at all unless for the reasons above or there is an artistic reason for doing so. That is not to say you shouldn't aim to be 'polygon-efficient', but you certainly don't have to worry about whether every single poly is strictly necessary. The middle one is correct. This is perfect. For hard surface we don't need our quads to be regular. So the one on the right is only adding unnecessary topology. Ha ha, I disagree - for me it is always worth removing an edge loop to preserve quads :) But thats is personal preference, and not everyone will agree that applies across the board of course. And even I have to agree that in the case of that arch, the triangle on the step is not going to cause any problems if you don't use SDS. Here I would say that connecting that into quads was pretty much optional, especially as you would have to add 3 whole edge loops to do it. That is perhaps a case where it doesn't matter. Both of those are great - Arrimus is one of my favourite modellers, though he is less picky about quads than I am, I know he could solve them if he wanted to :) Definitely keep watching him - he should be compulsory viewing for people trying to get really good at this. Yes they keep me up at night too, often literally :) But that is how we learn in the end ! A lot of thought, a lot of practice, and a lot of perseverance ! Indeed you don't - ask away, my friend, ask away :) CBR
-
Very nice. How did you do the brick work ? CBR
-
Those are some very attractive renders :) And I appreciate your intention to improve the modelling as well. Even though the triangles don't technically matter here because you are not using subdivision surfaces, it is still possible to build everything here with quads, so if you are aiming for perfection and you want to show off some lovely wireframes like this, then you should aim for that to bring your future models to the next level. Arch viz stuff is actually pretty easy to build from polygons once you reach a certain level. Have a look in the FILES section of the cafe to download some lovely Corbel Floral stonework by @carel, which show how SDS can be great for this sort of arch-viz detailing. The straighter stuff, and arches probably only need bevels - using SDS for these is usually polygon overkill. CBR
-
Cinema4D to Unreal Engine - Free Plugins
Cerbera replied to a topic in Tips | Tricks | Mini Tutorials
Very nearly posted this myself ! Great minds etc :) CBR -
SDS has 2 settings, for Viewport and Render. Set Render value to 1 then CStO !! CBR
-
Yep, nice one AB - Cerbera fell asleep ! :) CBR
-
Funnily enough, after years of putting up with constantly typing the wrong thing in the dark, I ordered a brand new, but generic illuminated keyboard just yesterday, goddammit !!! And then I see this today :) CBR
-
What about a Surface deformer ? Don't know if that takes Hot4D displacement into account though - will do some tests later and find out ! CBR
-
For those of you not on the MAXON Twitter feed, here's a new shiny keyboard from LogicKeyboard, with C4D literally written all over it ! More about that over here. It's £90 in the UK, which seems a little steep, but that might mean it's really well built and I suppose we have to pay more because we're a comparatively smaller market. CBR
-
I don't think the tune is that bad, considering some others I've heard, but it certainly could be a bit more anodyne to ensure wider appeal ;) Though you still want something fairly energetic so you preserve momentum and 'excitement'. Or you could accept that music is entirely subjective, and just do what sounds fine to you - for every one person that hates it, another will think it's fine :) CBR
-
Excellent work - very cool and nice topology too :) CBR PS: That cat in your avatar is my new favourite thing.
-
Hello, and welcome back ! Looking good, if a little dark - did someone leave the frontal lights off ?! :) Could we see some wireframes ? CBR
-
Nice scene :) And props to you for the sheer amount of vegetation going on ! But the road surface looks wrong to me, not just the scale of the lines, but also its general colour, which is a very uniform grey with only the odd splotches of darkness and not much in the way of texture, in sharp contrast to everything else, which has loads ! So I think that could do with a revisit. About those lines; I'd be very surprised if that road was sufficiently neglected to get that overgrown but the lines were still perfect ! Is this the type of road that would even have lines ?! ;) Also everything in this is sharply in focus (and possibly oversharpened in places ?) from foreground to backdrop which is disconcerting - some natural / subtle DoF would go a long way here... CBR
-
Me too actually. Things get hotter when they are compressed ;) CBR
-
Yeah this is massively cool. The show distortion UV view is super useful. CBR
-
You certainly did :) I'll update the running scoreboard !
-
Hi Antek, and welcome to the cafe. First up, some Admin stuff - when you want to show us images please upload them using the cafe image upload system, rather than bouncing us all out to loads of separate links. Your head is generally going in the right direction, and the Blender tut seems to have led you to put your loops in roughly the right sort of places, but there are some classic mistakes in it that newbies tend to make. Triangles do not belong in any mesh that is using SDS. That is rule 1 of SDS modelling ! So things could be drastically improved in your model if you take the time to solve your triangles to quads, which (as a rule) is what SDS wants. You can do this easily enough by dissolving certain edges, but it is best not to create them in the first place as you model. Next the neck section is going wrong, and your edge flow there is a long way from great. Again, you need clean, even strips of 4-sided polys that flow around and down the neck, not the ugly mess of triangles and stretched / elongated polys you have currently ! Have a look at the human models that you can find in the content browser and have a look at the edge flow around the neck area to see how this should be done. Polygon density. Your model does not have enough polys to describe the forms in that face. You can't just slap something that low poly under SDS and expect it to give you a recognizable face. Basically this is half complete. The next step would be to apply just 1 level of subdivision, and then continue modelling now you have enough polys more accurately to describe the form. To do this, you can either select all polys, and do a smooth subdivide to Level 1, or you can set your SDS to level 1 (viewport AND render setting) then make that editable, and put it inside a new SDS that is only set to Level 2. I see my modelling bro @VECTOR beat me to it to say largely the same thing :) CBR
-
That's terrible bathroom design :) But it's a nice clean, pleasing render. You're right - needs some real-world filth, but apart from that, looking good ! CBR
-
Well done, that is the correct attitude to that, and it brings a warm glow to my heart every time someone realises :) Yes, it is great isn't it :) Something about the 'calm tranquility' of beautifully regular topology is very addictive once you get into it :) Glad to hear it. And your new piece is looking totally fine - nothing to criticize there so far ! :) I've been doing this 20 years, and I am still improving ! :) Fortunately, this is never going to stop being creatively interesting, because you will never run out of things to learn, and better ways to do things. Best of luck, look forward to seeing your future work on this ! CBR
-
As nice as that lightsaber is @cavolfiore, I'm afraid this isn't your thread ! Clue's in the name ! ;) However it is so nice, Vecs and I have decided to let it pass on this occasion :) CBR
-
Excellent :) Go to your profile, and just at the bottom of the title bar there is a little button 'Edit Profile'. CBR
-
Looks like a neat time saver if you do a lot of interiors, and has good applications elsewhere too - thanks for making this. If I did have one suggestion it would be to rename the 'Shape' section of your UI to 'Path' so it followed standard naming conventions, although it's hardly a biggie ! CBR