Comments: 75
shtl In reply to ??? [2014-01-20 11:35:46 +0000 UTC]
Thank you very much.
Yes, of course I'm still using cinema4d every day as my main 3D package. Great software.
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5h4dow In reply to shtl [2014-02-10 14:51:49 +0000 UTC]
I'm trying to switch from 3ds Max and Autodesk product as they are so expensive and everyone uses them, I am looking for the C4D switch as they tell me is way easier to use than Autodesk and has a great internal renderer, Ambient Occlusion is easier and comes with Body Paint and all that, could you tell me a little the benefits of working with C4D as a personal choise for you?
Thanks man, appreciate the feed back
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shtl In reply to 5h4dow [2014-02-10 21:54:46 +0000 UTC]
Well long story short:
yes it is very easy to learn and use.
C4d IS expenssiv, but the most expenssiv c4d version (like r15 studio, the most complete) is arround 3000β¬ if I remember correct ; then, upgrades arround 700β¬ a year or two if you want to upgrade.
(so still cheaper than most of the others)
Bit more in depth :
What I can tell you from my personnal experience, it is that c4d is a really well written piece of happyness. And GUI ain't no joke here.
I tried to use c4d once, without any tutorial or workshop. (no really web at that time). Never learnd 3d at school. OK, C4D was simple at the time, but I could achieve a full comic book just all by myself. (proud XD ). That was 10 years+ moar ago, so, every thing changed a bit But the way of c4d is based on that : a stable software that should be used by someone that is an outsider of 3D. This is still true, even so watching tutorials time to time could save some time finally .
AFAIC, I tryed 3dsm and maya and wasn't able to do anything without asking someone around⦠I felt like it was way to technical for me⦠(but still I love so many features in them).
Just to say that I really believe C4D is the easiest in the market, but this is MY opinion.
Olso note that some stuff that can be done in 3dsm or others plugins packages might be hard to overcome in c4d (no naΓ―ad, krakatoa not yet avaible, no fume FX and so on). Well I assume every 3D package have his own good and bad. So before switching the common use is to try them all, no? Guess the best advice is always : try them all, keep the best for YOU.
Globally you could say that c4d is the easyest in most of the case, but to do very very complex things, it tend to be hard anyhow
The internal raytracer is very good and very fast. Only glossy is sometime slow (glossy reflexions/transparency, you will need lotof samples in animation to avoid flickering in many cases).
The internal standard GI is fast. (AFAIC the last release -R15 -Β is way better BUT in animation/animated object GI : slower than in previous R14 version). Extremly simple to use.
The new physical internal render is very very nice but pretty to very slow.
In any case AO is freaking easy, you can control it with Shaders (like Vray dirt, but even easyer), or globally, or both.
Bodypaint is very cool. You can paint with layers, they work in c4d, pshops aso⦠but is a tiny bit "hard" to learn : some stuff is getting old. Some stuff might be easyer to do like with Zbrush for exemple (symetry painting, polypainting), or Pshop. Unwarper is a bit old too. Oldschool. You can do every thing, but maybe not as easy as with like UVlayout for exemple.
If you ask me, I 'll obviously say it is mostdef worse a try, since it work for me pretty well, thanks to c4d.
This image upper here was done in 2008, so c4d is way way better now. Better renderer, better modeling tools and so on. At that time I think it was cinema4d r10.5
Hope it helps
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5h4dow In reply to shtl [2014-02-11 13:19:37 +0000 UTC]
Thanx for taking the time to write such an extensive personal opinion about C4D, it does really help. I will definetely try it out to see how it comes out and will let you know if I make any progress, do you have some chat where I can ask you something quick if I need?
thanx again!Β
Peace
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flaketom [2013-04-15 13:37:41 +0000 UTC]
missied this one!
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flaketom In reply to flaketom [2013-04-15 13:37:54 +0000 UTC]
missed*
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s0cs [2011-10-04 09:20:04 +0000 UTC]
i find this thrilling.
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Wi2 [2010-04-08 04:22:03 +0000 UTC]
Wow! That's amazing! wich program do you use??? i love the idea
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alskling [2010-03-08 16:49:45 +0000 UTC]
you are a genius...
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Cattechno [2009-12-18 11:27:02 +0000 UTC]
oh...my brain!IT'S PERFECT!
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damir-g-martin [2009-08-21 10:13:46 +0000 UTC]
Nice concept!
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Rikitiki1000 [2009-03-06 22:35:00 +0000 UTC]
WOW...WOW...WOW
Sooo nice.
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peetsie [2009-01-14 18:14:26 +0000 UTC]
Where can i buy one?
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XtmShadow [2009-01-06 16:45:11 +0000 UTC]
Wow really cool pod, reminds me of the pods from dbz where vegeta comes in with. I wonder what the back looks like though where the thrust is?
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ModalMechanica [2008-12-11 00:46:28 +0000 UTC]
Totally awesome, looks like a about to eat a fly.
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SybexMed [2008-12-10 00:04:25 +0000 UTC]
this is awsome, can you elaborate on texture work pls?
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shtl In reply to SybexMed [2008-12-11 07:29:08 +0000 UTC]
Again, I would presume that forums at cgtalk could help?!
[link]
[link]
As for Mental Ray, I don't know if it can be helpful since he run MR with max, but you might wanna check Jef Patton since he has some great resources (hyper realistic oriented) on his blogs.
[link]
[link]
Within c4d and since release 11 and Advenced Render3, we now have 2 fresnel: the old one, that works pretty simple, and the new one "real fresnel", that works with IOR. So, since this image was done before AR3, it's a simple fresnel: it's only some kind of filter that apply gradients light/rays filtering in conjunction with camera position. Usually I just add this filter in color (diffusion) slot with a layering system, some time in luminescence (self illumination), and some time also in the specular slot. And if reflection, almost always add some fresnel.
Note we don't have BDRF within AR3, only with Vray.
The cgsphere scene (looks like the site is down, maybe because of greebelicious?) is pretty simple: kind of 3 points lights system. There are some back light that can be converted in "only specular" ones, you can spot this specular at the left of the probe in my image. Since it is a sphere, it works extremely good, can be tweaked but the idea is here!
And as for multiple UVW, I know you can do it in many 3D packages since I know Zbrush can use them, (I have Zbrush but since on mac, didn't use it since like 3 years or so but I gat it back, very impatient to re-learn the new workflow with layers and so on...) but that's all I know! ^^
"light simulator method"? what is it?! Kind of GI simulation method?
If it is so, this scene uses some: I added some point light in conjuncture with the background HDRI.
If it's something else, I'm very curious to learn about it!
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Prinnyking3 [2008-12-09 23:32:48 +0000 UTC]
NOICE
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shtl In reply to Prinnyking3 [2010-04-23 11:01:05 +0000 UTC]
thanx !
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Another-Person [2008-12-09 17:20:22 +0000 UTC]
I love it! I can't imagine the work that went into this.
But I have to point out that it's spelled "probe" not "prob"... Unless you meant "prob" and "prob" is something I don't know about. Sorry.
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tonare [2008-12-09 16:28:44 +0000 UTC]
hehe that rocks.
Is it rigged?
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ryo80 [2008-12-09 14:44:03 +0000 UTC]
This is very slick, man. Nice work!
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