Cinema 4d Ce
Maus
Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">covermount edition</div> This month's <a href='http://www.computerarts.co.uk' target='_blank'>Computer Arts Magazine</a> has Cinema 4D CE free on the coverdisc. It's a fully-functioning version except that renders are limited to no higher than 640x480 (ie you can use it for anything you want except pro-level work, basically).
a) Does anyone here have experience of Cinema 4D?
b) For low-poly game models?
c) Are there smd import/export plugins for it?
a) Does anyone here have experience of Cinema 4D?
b) For low-poly game models?
c) Are there smd import/export plugins for it?
Comments
no (but you can model very low poly with it...for better results use truespace)
i dont know..no
I'll get my copy tomorrow and have a scan at it, since it will actually run on this comp. ( still dying to try out Softimage, but not until I get a new PC )
You can actually pick up a lot of nice toys to play with on those coverdisks. ( along with the usual selection of bizarrely useless photoshop filters.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
rendertime 1:45 seconds
not impressive...
just cinema. ive seen waaayyy more impressing cinema stuff
40 segments hdri globe (hdri probe with 640x640 res ...bigger would look better)
the joypad...
the ground plane... (wood shader) 15% reflective
ive not tweaked very much..its just a very basic test (activating raytracing,and disabled the automatic lighting)
just hit on render..
48 secs rendertime (2 passes)
with a good model,and some tweaking on the set up you can get photorealism...
this pic below is..uhm..instant render
brazil users are so pathetic... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<img src='http://www.splutterfish.com/sf/spluttergallery/pics/32.jpg' border='0' alt='user posted image'>
<img src='http://www.splutterfish.com/sf/spluttergallery/pics/21.jpg' border='0' alt='user posted image'>
(by Rune Spaans, rendered in brazil)
<img src='http://www.splutterfish.com/sf/spluttergallery/pics/32.jpg' border='0' alt='user posted image'>
<img src='http://www.splutterfish.com/sf/spluttergallery/pics/21.jpg' border='0' alt='user posted image'>
(brazil) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
bah..damn splutterfish propaganda
its using textures :-/ and i bet it took 3 times longer to render this at 1024 res in brazil than in cinema..
uhm...there u have a very expensive 3d modelling app that needs a 3rd party raytracer that only supports fake light nodes...and is slow as hell <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I dunno too much about it, and am pretty sucky in general, would love to improve...
I dunno too much about it, and am pretty sucky in general, would love to improve... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
no ,you just learn how to waste polys <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
its easy to forgot the polycount with these <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
stick with milkshape or gmax ( even in gmax you could mess around with high polycounts..)
I might have a chance to learn 3d modelling this semester. woooo!
At the end of the day, you are still learning / practicing how to create and shape 3d objects, so it will benefit you whichever modelling software you use. Besides, some of the packages are "missing" features which others have as standard. ( Gmax for instance has no renderer.)
Another example: A perfect torus would be a right beeyatch to model in Milkshape, but you could make them in, say Wings3d with 2 mouse clicks, export as .obj, import to Milkshape, job done.
I know what Sheena means though, some of the packages I've played with, it's sooo tempting to just keep on hitting that smooth / subdivide button, before you know it you've got a 3000 poly handgrip for your replacement LMG...<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The CE editions render quality is really good, if a bit slow on my crappy machine. There's a demo of the 8.1 version on the disk as well, but I haven't had a chance to try that yet. ( I got the "3D World" edition, rather than "Computerarts" btw, same program though. )
While the render output <i>is</i> restricted to 640x480, if you only want a static render, you can cheat this by upping your screen res to the maximum, maximising the viewport, select "render view", then hit printscreen, now open your paint program of choice and paste this screengrab from the clipboard, crop it a bit and voila lovely render at about 1024 x 768, depending what your screenres was obviously.
Good stuff, especially since I've been looking for a better free renderer for a while.
Not as simple as that mate, those films you mention probably used at least four or five separate programs before the finished result pops up on screen.
1) A modeller, to actually create the meshes, could use any of the ones sheena mentions, or quite a few others. ( Softimage etc. )
2) Animation software, might be the same as the modeller, or might be another package altogether.
3) Renderer, again might be integrated with the above 2 programs, more likely a 3rd party product though. Keep in mind movies like Toy Story or Attack of the Clones were rendered on "render farms", dozens or even hundreds of high powered boxes, doing nothing but rendering all day and night. Trying it on a home PC could take months or years to render out a few minutes of film.<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
4) Video compositing software: The programs that blend these flashy graphics with the live action elements.
5) Final touch up / editing. Something like Afterfx, just cleaning up the images frame by frame.
I suggest getting Milkshape or one of the low end modellers, try to create a human figure.
After you see how difficult something as "simple" as this is, you may want to rethink your plans and set your sights a little lower until you know the basics.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i can pay a lot.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And you would have to, Max costs ?3000, Maya somewhere around ?10'000 if I recall correctly. My college pays ?12000 a year just for the Softimage licences.
ive want to see a person spendin lots of moneeh
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Just telling it how it is..<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'm not making fun of the guy or anything, hell there's guys at my college who don't even understand how this stuff works..half of them think you go to right click > add cgi monster > save as or something..