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MidnightCow

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Everything posted by MidnightCow

  1. I have to say the whole node graph / capsules system looks incredible - i really need to update myself on that stuff as i haven't used or looked at any of it. One of the things i always loved so much about C4D was it's ability to do things in any number of ways, fast iterations and flexibility.. It's almost hinting at a Houdini level of complexity/capability so it is nice to see this stuff being developed further..
  2. Exactly hence jumping to Blender, who are at the cutting edge of 3d software development. Max, similar to the main Adobe apps, is an old legacy codebase with any new `features` bought in and bootstrapped on top of the old.. Innovate or die as they say.
  3. Funny i remember calling for a subscription model years ago. But the thing with the Autodesk and Adobe model of milking subscribers but giving very little in return ( or in Adobes case, constant stupid updates with insignificant crap that you don't need ) is that ultimately, people are jumping ship, they resent it. I've been a long time member of a 3ds Max community ( talking 15-20 years here ) and i can't tell you the number of people that have abandoned Autodesk for Blender. And people are looking for alternatives to the Adobe suite. If there was a rocksolid alternative to AfterEffects etc it'd drain the Adobe swamp quicker than you can say 'flogging a dead horse'.
  4. Maxon has learned the way of Adobe, and taken a leaf from Autodesk. The music was really cool though!
  5. Superb.. my favourite character from the book and the series.
  6. Ahh.. the joy that is good, detailed modelling
  7. Purse model that i've just completed.. It's for a fairly high end piece as far as i know so the aim was to get a good level of detail. Workflow was basically this: Model the base mesh. Generate the patterned leather material in Substance Designer and output height map ( for displacement ) as well as diffuse/bump/gloss. Do a high poly bake of the displacement - basically chuck the base mesh in a Subdiv Surface, crank the iterations, throw in a Displacer using the height map generated in Substance, and CSTO the whole thing.. The UV layouts were pretty important for mapping the textures and the displacement. The final textures aren't tiling because i needed to control the level of displacement towards the edges of the purse ( reducing the strength closer to the seams ), so all this info is baked into 4k textures but because it's not tiling i've had to sacrifice a bit of the resolution of the original substance. Anyway, here's my test renders, an early screengrab of the Substance material and some wires:
  8. Just wanted to say i love the new C4DCafe, it really is great. Pretty much has everything i would like to see from a contemporary forum - community blog, tutorials & learning resources, customisable profile, the forum itself - and the Clubs thing is a great idea. Good job :)
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