My Cinema 4d stuff :)

That's going to be good. I'm also intersted in the history part. It'd be great to see the finished version if you'll be allowed to post it when it's done.
 
More work in progress on the 'Tollbooth' scene. Now this when its done will be set in the very early 1600s) and we only know that the tower existed and the 'town hall' which just looks like a stone house next to the tower.

The other buildings well, thats the challenge. I'm going with the tudor style of architecture, though with consultation i will change the paint work on the buildings if they think the way they look atm is inappropriate.

Theres some sheds and shacks - a number of these buildings are models from the net (the shed and some tudor buildings) i did the tower, town hall and other buildings.

I will be populating it with a scene where an english nobleman is reading some kind of proclamation (the limey's conquered my home village hehe but we got it back haha eventually) ;)

Oh i mean the local tourist trust place will have stacks of these dvds when this docu is done - im sure you can get full res copies - ill post contact details when the docu is done (and details of its premiere etc!

peekfl2.jpg


The street does look very bare without people hehe, but ill also be adding more objects, barrels and planks and all kinds of bits and bops and gear. Sorry for the slightly blurry pic (captured it from a low res window in A/E)
 
peek2wa3.jpg


Okay now ive added little people now they are folks i shot on Green Screen, the flag on the banner is clothified. The finished shot will turn about 20 degrees with a modest pan, (8 secs) something like that.

Any suggestions gents on producing shadows for my little people (AVI's stuck on polys with alphas)
 
...
Any suggestions gents on producing shadows for my little people (AVI's stuck on polys with alphas)

I'm sure I saw an AE technique a few weeks ago for something like that. If I remember right you could try using the same people footage with the chroma keying and apply it to a plane aligned with the floor. For the material use the alpha channel of the footage and change your color for the Color or Luminance channel. Something like that might be worth a try.

//You could also twist the plane a bit to give some angle to the shadows if needed as well as scaling along one of the axis to lengthen or shorten the shadows.
 
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Ooh well i didnt add my people in AE (I added them in Cinema 4d) but the same thing could apply. In fact mate yeah that seems the most simple way really, is to create a kind of slanted opaque layer of course. So i shall do that for the final one.

Here's our next one - this in a way is fairly simple, a matte (created from 3d)

This the shot as it stands straight out the p2 card.

In the end it will be quite a grim little scene for a brief section of the script touching on the devastation wrought by the plaaague!

peek3zq0.jpg
http://img168.imageshack.us/img168/9159/peek3zq0.jpg
 
Annnd heres more and moooore and mooore

peek3hg7.jpg


I think definately im going with this kind of a combination between oil paintings/ and slight comic book look. Its a little more forgiving (than me attempting photo-realism) especially in the time i have for the post production. So anyway next scene er will be a surprise (um to me too)
 
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mine02ta2.jpg


Okay guys hope you don't think im er (oh i cant remember the expression) er repeatedly posting! I'll go back to this to add a few more props and animate the trucks etc (when i get to the touching up phase for all my scenes!)

Onto the next!!
 
Hey Lawrie. I was thinking about that shadow question and decided to try a couple of things. I've included a zip with 2 scene files.

The first one uses a single plane that has an image representing an alpha in the Color Channel and the Alpha Channel of the material. A light with 'cast shadows' turned on is used. The image alpha is able to cast the proper shadow.

The second one has 2 planes. One with an image in the color channel, the second with the same image in the color channel but also in the alpha channel and is layed flat on the floor with a couple points twisted.
Both materials have Display tags so that they don't recieve or cast shadows themselves. The result is a fake shadow.

In both cases you may have a minor problem as the green screen characters walk towards and away from the camera, which would place the alpha at different heights on the plane. One solution would be to animate the plane so that the feet are always lined up with the floor and with the characters feet. A little tedious but would work.

Using rigged character shadow casters would also require animating and a lot more work so I'd skip that. That's all I can think of right now.

Anyways, here's the zip of both scenes, hope that helps...

http://www.dvxuser6.com/uploaded/19604/1232598263.zip
 
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Here it is - the next one, the one *drumroll* Ive dreaded lol. Arghhhh I can't model landscapes omg aieee okay, this will be the most comical no doubt of my scenes.

Oh and Raptor mate - cheers thanks sooo much for that upload - that looks like the way to go - much appreciated mate!

Thanks to you too Josh, yeah i dont mean to spam the thread eh lol but its so cathartic!
 
I'm sure I saw an AE technique a few weeks ago for something like that. If I remember right you could try using the same people footage with the chroma keying and apply it to a plane aligned with the floor. For the material use the alpha channel of the footage and change your color for the Color or Luminance channel. Something like that might be worth a try.

//You could also twist the plane a bit to give some angle to the shadows if needed as well as scaling along one of the axis to lengthen or shorten the shadows.

Hi Rap.

You could also (in AE) create the shadows in program, using the part of the method you suggested. Luckily for the scene, I saw signifigant cloud cover, which means diffuse light. Shadows there can be much less presice and can even be blurred to a signifigant degree. Gotta love cloud cover.

Here is an example of what I mean:

http://library.creativecow.net/articles/stern_eran/Invisible_Cape/video-tutorial.php

There is no time indicator, but it happens at approximately 2/3 of the video. He works with a filter, Distort>CC Slant.

It is very helpful, and gives some surprisingly good results. But, as Rap mentioned, using a 3D floor will allow for much more accurate deformations of the texture.

But this will do in a pinch, and the ground looks pretty flat anyway.


Hope that helps. :)



Oh, and lawrie, very inspiring work. I'm amazed how far you have come as quickly as you have. Please keep sharing your work.
 
Cheers Matt thanks for the advice and compliments - i mean im certainly not getting dellusions of grandeur hehe because youl earning something and then you can rocket ahead with it until....

BANG - oh god how the hell do i um do this or that?

Then half your days gone... and after a million tutorials that only confuse you more haha you get it!

Thats what my progress is like - im crapping my pants about destructables as ill have an fx shot requiring some of that for this doc.

Erm heres a pretty boring update pic. Im taking minor artistic license here and there.

mehey1.jpg


I'll add some mile deformation to the straight roofs of the tenement houses situated on the actual coast/beach. Still got a few more buildings and then all the props and details to add - the damned gardens of these houses for one haha. My um landscape model probably leaves a bit to be desired!
 
You could try putting this material on your landscape.
It's in the content browser in C4DR10. I've used it a few times.
Depending on how many poly's it has, play with the displacement channels
number of subdivisions and the strength.

Also in the material layer of the displacement try toggling the first
gradient if you want the height rolloff at the edges or not.

Here's a before & after sample with the displacement channel off/on...

sample.jpg



...and the material...
 

Attachments

  • mountain_material.zip
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*stumbles about*

Whaaaaaaa

WHHHAAAAAAaaaaaaaaaa

Well, anyway im still working on this FX Shot - and woe is me as for the life of me i can't figure out how to make a decent fog.

Now heres a wip pic

desbm0.jpg


As you can see its plainly unfinished obviously - what im trying to achieve is a great victorian style smog. Atm im looking at the lights configured with dust to produce fog but im not having great results (on my scene file) it may be getting cancelled out by the enviornment or sky settings who knows! I just cant seem to make it thick enough!

Of course what i would really love is some other fog thing using the er pyro... um... cluster... thingy!

Er anyone got links to tutorials or a chopstick for me to snap and ram into mine eyeballs!
 
I've got a tutorial for modeling a chopstick suitable for ramming into one's eyeballs...

If you're using a linear-type fog, try substituting non-linear instead. If C4D handles fog that way.
 
BTW, did you have a look at my posted mountain material? It has zero views. It was desinged by Eric Smit and it (pun->) rocks. Anyways...

If you just want a depth fog I have a tute for that. Basically DOF but using a depth map and doing post work on it. Otherwise...

Pyrocluster can be pretty CPU intensive. You could maybe use several deformed lights in the shape of squished spheres.

-Create a light,

'General' Tab-> set 'Visible Light' = 'Volumetric'

'Noise' Tab, set 'Noise' = 'Visibility'

'Visibility' tab to deform the sphere, use the 'Relative Scale' parameters to shape it.

Then play with the 'Wind' and 'Wind Velocity' in the 'Noise' Tab and the other parameters.

It won't look photo real but might fit in with your current style to convey the idea. Probably the quickest way other than keyed fog on layered planes.
I'd avoid pyrocluster unless a last resort. You'd lose days just messing around and testing.
 
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Oh god your right there Raptor - quite honestly when you hit a roadblock of knowledge your screwed!

I tried the technique you suggest and it seems to work on every scene but this one bah humbug! I'll check your tuts as your a C4d god to me atm and thanks for all the advice through the duration of this thread - i owe you mate! So PM if you need some help ok!

So anyway then i recall i have a kind of myst alpha channel video that i could layer on top.

So opinions gents does this work - fit with the er style hehe

progresslv9.jpg


I'll be adding a few more chimney smoke (video alphas on top too) - sorry for the slightly low res pic - its also missing a DoF layer in AE that ill probably add.

Sad Max - damn right i could probably use that tutorial now - ive got a stack more CG shots to do! Bah lol

Again this is all for a community aimed documentary about my local home village - how it looked (when it was once a town in fact) and will be for school kids, locals to enjoy in a wee museum and stuff like that! I'll aim to get this on their website when its done and they might sell copies of it in some museum gift shops etc.
 
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