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Rectro

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Everything posted by Rectro

  1. Brilliant, well done guys, keep going. Dan
  2. Great job, love the black n white look. Each character will get easier and faster, and better ways will be discovered. I think when things get easier is when we stop trying to find THE way, and find our own way utilising workflows from different sources that fit our own creative workflows. Keep up the cool work, look forward to the next one. Zbrush can seriously speed things up if creating the base mesh from there if no defined design has be decided. Dan
  3. First of all 15! wow wish I had started then but I didnt have a computer back then,thats some impressive work, love the mood of these. Keep it up, keep pushing yourself to add that little bit more detail, and beak perfection, even adding details that we hardly notice get picked up by the eye. This is a area iv been thinking of having a go at for some time, well done you have inspired me to try it. Dan
  4. Great job, keep going. Add a bit of SSS to them wings will finish it off nice. Dan
  5. Great update, well done for sticking at it, was well worth it. When I make hair cards I make say 3 stips that vary in length, and Uv map them. I then copy these strips over and over again with the Uv maps already applied and place all over the head copying the last placed one and so on. I then merged all the strips and they now share the same Uv template all overlapping for alphas and textures. Of course you can make more variations. The hard way which is what I did the first few times was to try to align each strip on top of another when uv mapping, and for that I used Unfold3D which does what you describe. Dan
  6. Here is the playlist that belongs to my first complete project within Cinema 4D.  This is a set of videos that show a time-lapse of the whole process, and is not intended to teach.  I do have all the original real time video footage, so if I had enough request it can be made into a Tutorial.

     

    1. Show previous comments  1 more
    2. Rectro

      Rectro

      Anatomy thread, yes I have not forgot about that, I just have put it at a lower priority at the moment as I think there are too few C4D users that would use it, but maybe im wrong?

       

      Dan

  7. Really nice job on that, and like the presentation. Dan
  8. Iv been beta testing Vray 3.x for the last 4 or so months, and have seen it come along getting better and better, and now its almost at the point that id say its complete, all but the IPR for some things, thats a limit across all platforms for most of its limitations. Speed wise its very efficient, and is very tightly integrated into C4D. The manual looks much better now, and the site has had a nice face lift too. Its good to see how much more simple Vray has got, and how anyone can pick it up and start using it. There are a few getting started videos also, which is nice to see. Having the ALsurface is a real treat, as this produces by far the best skin material out there. Dan
  9. Well spotted, nice to see a video that show cases Radion Pro, and to see that it is geared for 2017 i.e r19, looks like r19 is going to be a big one for the majority, especially new comers. Dan
  10. Its simple for me, more so now that Vray 3.4 is officially out, which is faster, and more solid that ever, im going to stick with Vray as it takes time to get used a render engine, I mean proper get used to it so that you got mastery over it. Everyone's needs are different, and artistic styles can sway someone from one renderer to another. Another thing is we dont all work with the same logic, so some renderers will seem easier to learn than others. I like the idea of nodal systems, but I find it confusing once iv started to build up what looks like my family tree from the past 500 years. In the long run what MAXON is doing cant fail, IMHO they are moving forward, and investing into a area that is needed to keep up with the competition, just a tweak in their upgrade policy, and that will play well with many I think. Dan
  11. I think the main purpose of the comparison was value for money, what can you get at the same price point on either side of the fence Apple vs PC. In either case a 10k setup is some serious money. Dan
  12. This is why MAXON needs to re think their upgrade policies as to their penalties for skipping a release, as indeed this is a big addition to C4D, one I would have liked before I invested into Vray, but if this becomes a fore front part of r19/r20 in which its resources cause a over shadows to other major updates of exciting technologies, my upgrade is paying for a renderer I dont need, although welcome. I think this is a long awaiting update, one in which new users, and ones who haven't invested in 3rd party renderers are sure to benefit from. Dan
  13. Thanks for the heads up, looks nice and certainly is welcome for a better faster solution as a native C4D render engine, C4D really needs its own IPR. Iv invested in Vray now, so hope that r19 is not totaly based off this as its main feature, but can see how for the new prospect customer it will be very appealing as the likes of MODO has been ahead in the rendering department for some time. Dan
  14. Just a quick update. I'm already ahead on the next parts, just need to upload then next week, stay tuned. Dan
  15. Here is some good infomation found here. The X99a chipset with a 5820k is not a half bad pc if added 2x 1080s your have a very fast PC. The 5820k has 28 lanes where as the 5930k which I have has alot more, but I found out that this isnt an important factor when gpu rendering, its a bit hazy now about the lanes details, but worth educating yourself before you dive in. Dont skimp on the PSU get a 80+ gold class PSU. As HSrdelic said GPU is your main factor so build around your choosen GPU with memory and CPU that will not hold it back in any way. https://render.otoy.com/forum/viewtopic.php?f=25&t=50158 https://www.youtube.com/watch?v=0_bqvtks9mQ http://cargocollective.com/yamblog/Octane-Render-2x-Titan-X-Build-log Dan
  16. Brilliant! Love to get a run down on your pipeline, what software was used for what, and what extra plugins you used? Dan
  17. You done a great job on v2. Dan
  18. In the case of using True Symmetry it not only messed the Uvs, but the point order from what I gather, as copying the Uv tag from another copy of the mesh I had didnt work, all the polys where un welded, fragmented on the Uvs. Anyways, at least I know now if I ever intend to use C4D for modelling dont ever use True symmetry unless its in the early stages of modelling, and as suggested if need be use sculpting tools, but MODO has non of these issues so may well stick to some modelling tasks in there for now on. In the case of having symmetrically placed Uvs, thats not ideal for me as I always want to give a little more UV space to the head than the body, and to do this that means the head cant be placed in the centre line of the uv space along with the body. Look at the placement of the head in my UV map in the image in this thread. Am glad I stuck to just using C4D on this project as iv learnt loads about C4D during this task. Dan
  19. Hi. That link takes me to a build your own spec so what id do is compare the difference between the GPU mobile v Desktop to get the performance difference. Its too easy to look at the numbers and asume its the same or simular chip found in desktop Pcs. 32gb if I was goingt o use it as a workhorse. At these level of systems they are going to be super fast, but my question is how they perform against the desktop equivalent to give you a better perspective of what Cinebench scores your likely to get. Dan
  20. No. Currently Im not a member to any subscription training site. Dan
  21. Thanks for the tips guys, I will give Uv mapping a go in C4D on next project. This project has been a challenge, while at the same time a joy to see what C4D for my first project in here from scratch. Dan
  22. Update for thoes who come across this thread asking the same question. Nitropose does work with rigs produced from the Character tool, just adding NitroPose to the Master_con. Lazaros got back to me today with a video. I think this is a very handy tool to have when your constructing still images from rigged figures. Dan
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