Forum Replies Created

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  • Brian Jones

    October 20, 2006 at 1:35 am in reply to: Cloud Tubes / Type

    probably not but it’s going to depend a lot on what look you are really after… volumetric clouds/smoke?

  • Brian Jones

    October 19, 2006 at 4:22 pm in reply to: Mime Tutorial Elements

    It was on the V8 disks. On the bundle if you have a bundle or on the Mocca disk if you got it as a seperate module (I assume). On the Documentation disk.

  • Brian Jones

    October 4, 2006 at 12:41 am in reply to: I need help with playing inported audio in CD4

    Enable ‘Play Sound’ in the Animation menu

  • Brian Jones

    September 20, 2006 at 7:18 pm in reply to: Where to find Cinema 4D models for SALE
  • Brian Jones

    September 13, 2006 at 11:46 pm in reply to: Layering textures

    Texture Tags
    -Left is the bottom, any texture tag to the right is above
    -a texture tag to the right will be above and if it’s texture has an alpha channel that will let the bottom texture show through
    -for embossing try subpoly displacement in the ‘above’ texture, match it to the labels etc.

  • Brian Jones

    September 13, 2006 at 1:34 am in reply to: selection codes for extruded type

    R1 – R2 the roundings
    C1 – C2 the caps
    For the sides just put on the desired texture with no code but make sure it’s the first one so it’s not ‘on top’ of the other textures.

  • Brian Jones

    September 10, 2006 at 3:28 pm in reply to: How to Create a Football Helmet??

    You’re probably going to want to use a symmetry object with some hyperNurbs modelling.

  • well, go to https://www.c4dcafe.com/ and get Hair Department Monster Edition (the last and best version) and try that for grass for starters.

  • sounds like you are wading in to a major learning curve. Others here who do that sort of work all the time will know far more than me but I do know that too much realism in trees and greenery (or anything complex) can easily get into unworkable numbers of polys if you don’t fake the stuff you can get away with and put realism only where needed. *Especially* with animations. Textures can do wonders if the camera doesn’t get too close to tell.

  • depending on the distance to the greenery there are many ways. A tree can be just a flat plane with a tree image with an alpha channel if it’s far enough from the camera. Assuming you want 3D stuff it can be built by hand (time) or by plugin (money)

    For grass I would use Maxon’s Hair, Renato’s Fast & Fur, StormTracer, or the free HairDepartment

    for plants/trees either Katachi’s DPIT Nature Spirit or XFrog

    There are also many ways between the by-hand and dedicated plugin methods as well…

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