Cinema 4D XL 6.207 & BodyPaint3D Win32 & Plenty Extras (2000)>>>

Here I got AikoToon the export has no hair nor skin texture because they were both procedural in Poser... This gives you any option to go wild with it then>>>

AikoToon-NoTex.jpg


AikoToon-FakeHDRI.jpg



Remember that Lightwave object files come in as if they are C4D files (If the modeler has done it correctly, of course)... I had to do NOTHING to these two LWO car models... I just merged them with my FakeHDRI scene...

The first is a model of the rare Toyota 2000GT... When out of HS my first job was at a Toyota dealership, I noticed they had workshop manuals on the 2000GT so i asked "Hey!... How come we don't see these?" The answer was that they only distributed in Japan & we only had manuals in case someone imported one here & needed work... I thought we needed to import alot more as I wanted one!

2000GT.jpg


Here's another honorable mention the Datsun (Nissan) 240ZG Fairlady... Nice but I don't like the fenders, I used to have a 1972 240Z & wish I still had it, best designed car ever... You could do an oil change from the top, just kick a pan underneath, reach down from above & remove the plug... Same with clutch adjust, do it from above...

240ZG Fairlady.jpg
 
Looking about at the XL6 Thought I would add a few tips... First the 'Edge Bevel' plugin is one of the most important but it's good to have a look at all of them as they were developed to 'fix' features that were missing or not well done...

The 'Edge Bevel' will create an 'edge' (even though XL6-7 do not create them) from 2 or more points that can then be extruded out using the 'Move' tool-

C4D-EdgeBevelPlug.jpg


I am doing these in XL6 so there's no monkey business going on...

Soon to be reuploading the XL6...

So next is 'loose points' or 'unused points' which can bring on FUBAR trouble down the way... Best way to think is that ANYTIME you delete a polygon you should 'optimize' the object... Here also demonstrating how to start a head & get symmetry...

C4DSYMTUT1.jpg

C4DSYMTUT2.jpg

C4DSYMTUT3.jpg

C4DSYMTUT4.jpg

C4DSYMTUT5.jpg

C4DSYMTUT6.jpg

C4DSYMTUT7.jpg
 
As well as terragen terrains one can make OBJ terrains complete with MTL file & texture... You can apply shadow maps within it... I am talking the freeware HemaHema from Reiner-

https://www.reinerstilesets.de/programme/hemahema/


There's quite a bit of options to use & you can do way better importing your own textures that will be applied depending on your color map settings-

HemaHema.jpg


Never used it before, pretty cool...

In this case I tried radiosity but I had already merged a shadowmap with the texture... Not really working out especially with 'studio light' rendering...

So here's 'RGB Balls Of Uranus'...

XL7-Hema-Radijpg.jpg


So I deleted whole radiosity setup & just added 2 omni lights & spruced them up a bit also added the dirtynuts plugin to diffuse channel to make dark areas darker plus a 2Dnoise in the bump channel... Much faster render less than 20 seconds too-

XL7-Hema-Omni.jpg


Pulled back so you can see terrain square... It's neither real nor AI... It's NOT REAL!!...
 
Came across my collection of Maxon's promo GUI images-

Bodypaint3D XL6-LX65-

BPXL6-LW65.jpg

BPXL6-LW65b.jpg


Bodypaint3D XL6- 3DS Max 3-

BPXL6-MAX3.jpg


XL6- Pump Action (As per previous post of the video)-

XL6-PumpAction.jpg


Here's one interesting... XL7 ART version (lowest tier version) MAC version in Japanese-

XL7ART-MAC-JP.jpg


XL7 MultiScreenshot-

c4dxl710_multiscreenshot_d.jpg


Starting with XL7 C4D came with a plugin that would transfer data to After Effects 5-UP... Here's Misaki project in it-

AE55-Misaki.jpg


XL7-AE55-

XL73-AE55.jpg


XL7 Screen-

XL7SCREEN1.jpg
 
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