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zeden

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Everything posted by zeden

  1. http://forums.cgsociety.org/showthread.php?f=47&t=1449143 And some renderings: https://twitter.com/the_glenster
  2. Let's hope they resigned him and bought his tools ;)
  3. I think it makes sense to overhaul the core tech behind the tools first. And BP still after a decade has some stuff the others struggle with. For example in Mari you still cannot paint in multiple channels up to this day, right? BP has that for ten years now. Substance painter has serious limitations regarding texture size. BP is way stronger there. They have to do some serious catch up but the foundation of BP is not sooo bad to build on. But is it really that hard to implement symmetry?
  4. So this BP version is basically a code rewrite without any new features?
  5. I guess they would have shown in the vid
  6. The most powerful renderers feature wise out there for C4D are Arnold and Vray. You just see that they are used in feature film production the way they handle things. They basically let you do everything, they eat it all. But they are slower than all the GPU renderer sadly while I have to say the new Vray in pathtracing mode is really fast for a Cpu renderer. Great engine. I can recommend Octane. It is extremely fast, feature rich and now unlimited in polycount. And gets fast development. Redshift looks nice as well. The Gpu renderers are just made for all that mograph stuff. But wait what MAXON is cooking with their new Pro Render Gpu engine. That for example looks nice: http://pro.radeon.com/en-us/radeon-prorender-available-for-autodesk-maya-coming-soon-for-blender/
  7. I just watched the Making of and I see massive use of C4D in Versus I seriously do not see the point here. They show Rigging, Animation, Sculpting, Procedurals, brilliant Hair use, etc. all done in C4D. Additionally they show that C4D has become a great pipeline tool with lots of ports to other software. Everything a pro 3D wants to see. Falling behind my a**
  8. To answer the question we need to know what you want to do with it and where in th e workflow do you want to use it? Did you try the C4D sculpting?
  9. Ask freelance animators in LA what they have as a day rate. Take the lower end. Take a professional price to not harm yourself and the market. For friends there always is some kind of discount... is in the nature of those things ;). I guess day rates in LA are between 300-1000 depending on experience and skill (not many will earn more than 700).
  10. It is a MAXON employee: http://forums.cgsociety.org/showthread.php?t=747773
  11. I think this renderer will be very usefull for all the Mograph, ProductViz and Archviz C4D people. So to speak for 90% of the users. Watching the Fire Render and Pro Render examples online it most likely is not so much suited to VFX for example. And just keep in mind: companys like Chaosgroup and Solidangle have Dev teams the size of MAXON's just for a render engine. So if the thing is a very solid engine we can be more than happy. But comparing it to Vray, Arnold and Octane? Hmmm
  12. Lol. Everything else but a main feature in R19 would be a huge suprise. Integrating and developing a new render engine with complete new tech is a huge task. Read the blog post about it. There are enough indicators about the complexity of this.
  13. Yes that is true but it is a destructive workflow that can lead to massive problems when weights, selections, point order etc. are important ( imagine doing uvws on an already rigged mesh for example)
  14. First: Very nice Char! Second: 95% of the tools you describe here are in C4D as well General C4D uvw workflow: 1. Select your seams (with your clean model that takes 5 mins, Loop and Path selection tool. And yes here the lacking symmetry tools suck, on Cineversity there once were mirros selection scripts) 2. Make a frontal projection of all seleceted faces 3. Go to Relax UV tab. ABF or LSCM mode, enable cut selected edges, Auto realign) 4. Go to optimal mapping tab. Enable Realign and Equalize Island Size Here you are done 90% of your uvws in 90% of the cases. The rest is manually align the islands The pin option is there as is the flatten in u or v there. The stretch to uv space is there under uv Commands. To overlay equal islands you can use snappping but you have to do it manually which sucks but can be done. The heat maps are missing as well as UDIM support. But as they announced there are new tools in BP coming up. So we can hope...
  15. That is maybe the most helpful feature they implemented right behind the Vector Alpha Brush. Very slightly before the GIZMO!!!!!!!! Anyone encountered a release date?
  16. Do you only offer for R18 or also lower versions? Cheers
  17. It is technically and production wise maybe the most powerfull renderer out there. It was developed by the VFX industry and you feel and see it when you work with it. It is designed for heavy scenes to render efficient and reliable. You can throw basically everything at it. It's downside is that it can be slow sometimes. It was designed for bigger production VFX pipeline with render power in mind.
  18. Fair enough ;) Have you ever tried Sketch and Toon? It is a software marvel vastly underrated and seldom used by C4D Artists. It is a bit complicated in the beginning and sadly single core but one of the stellar things MAXON produced back in the days.
  19. Really nice look! But .....why on earth do you render a cell shading film with Arnold? You could easily achive the look with the C4D standard render/Physical Sky and save a lot of render times since you have the look in the textures already? Why a VFX renderer like Arnold which is designed from ground up for photorealism? Do you have a big farm?
  20. zeden

    Unreal Engine

    We export via collada to Unity to preserve normal Tags. Does Unreal support collada? Fbx export from C4D does not support that what is a massive let down for real time content. Stuff comes out clean with fbx from Maya. So it's a C4D thing.
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