Archive for the 'Cinema4D' Category

Toothed Wheel plugin WIP for Cinema4d, phase 2 done.

Oct 06, 2010 Posted Under: 3D, Cinema4D

More or less finished translating the XPresso Setups into one COFFEE script, including generation of the geometry.   I'm going into phase 3: conversion to C++. Got the Toothed Wheel Object's skeleton set-up, including the object attributes and icon. Now I'm transferring the COFFEE functions for generating the rudimentary gear shape, both for involute and [...]

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Toothed Wheel plugin WIP for Cinema4d

Oct 04, 2010 Posted Under: 3D, Cinema4D

Man, it's been ages since I've posted anything. Anyways, I'm currently working on a plugin for Cinema4D. It's for procedurally generating different kinds of toothed wheels, be it gears, sprockets, circular saw blades, etc.   Right now it's an XPresso/COFFEE-based setup compiled in an object hierarchy. Features: -> clean mesh topology -> hole and edge [...]

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Going back to 3d.

Jun 23, 2010 Posted Under: 3D, Cinema4D

It's been a while since I've done 3d for motion design. Just to keep myself from getting rusty, I'm going to make a short action scene. For the first character, I'm doing a quad – legged mech. Here's the current progress. The initial leg, just making sure that there are no overlapping parts when it [...]

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Ojiisan no Origami: Model Viewer

Jun 14, 2010 Posted Under: 3D, Cinema4D, Game Engine, Uncategorized, Unity

This is my contribution to Project OnO, a game by a team from the VFS Game Design program. I worked on Ojii, the main character, plus three of his origami transformations: the rhino, the frog, and the crane. I did the modeling, rigging, and animation for all of them. It was challenging; I had to [...]

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Speed Modeling Exercise: Nail Clipper

May 12, 2010 Posted Under: 3D, Cinema4D

  Speed modeling exercise using Cinema4D. Nail clipper, around 1.5 hours to make.

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Eden’s Rest title sequence, clay shaded

Apr 12, 2010 Posted Under: Cinema4D

This was a preliminary pass for a title sequence project I worked on in VFS. With the time frame we had, rendering all the materials wasn't feasible. So… yeah. I was lucky enough to find a render setup that looks like I did the modeling, animation.

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