Cinema 4D Tutorial - Texturing & Lighting the Fellow Stagg EKG Studio Pro (Redshift)

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  • Опубликовано: 22 янв 2025

Комментарии • 36

  • @vanphuc_des
    @vanphuc_des Год назад +3

    Thank you very much, I always wait for Tutorial about Redshift

  • @denilssonzunigamac5255
    @denilssonzunigamac5255 Год назад +3

    redshift tutorials are always top notch

  • @departed9282
    @departed9282 Год назад +1

    Yeees back in my neighborhood again, with the HEAT! 🔥

    • @NewPlastic
      @NewPlastic  Год назад +1

      Always riding around these skreets

  • @hallo-uz1zu
    @hallo-uz1zu Год назад +1

    Ohh I love your Redshift tutorial

  • @Zeigerful
    @Zeigerful Год назад +2

    Love this series so much! 🔥Would love to see you show and explain some of your animation techniques more in depth as well

    • @NewPlastic
      @NewPlastic  Год назад +1

      Thanks bud! Yeah I might go into that, but it's very very very very simple stuff. Slow rotations, slow camera movements, subtle stuff. For the closeup shots I literally just render one wide image and move it in post, to save me render times

    • @Zeigerful
      @Zeigerful Год назад

      @@NewPlastic Good to know about the close up! It might be a simple setup but your attention to details always brings out the best of even these simple setups. Would love to see how you approach speed ramping. If you do it in Comp or do it all in render - If you use the stage object to make matching match cuts or just in general how you approach the animation parts :)

    • @NewPlastic
      @NewPlastic  Год назад +1

      @@Zeigerful For these type of shots, the Stage object is my best friend. Of course comping everything too but yeah with Stage I can just have a whole project set to render all night with every angle, whether animated to still shot. A lot of the times I also use different Render Settings with different resolutions, and add a single project to the Render Queue twice, and choose a different render settings for each que, then let both render over night

  • @JoeMayk3D
    @JoeMayk3D Год назад +2

    Amazing as usual!
    The procedural wood tut would be amazing! been looking for one for a while now 👏👏

    • @NewPlastic
      @NewPlastic  Год назад +1

      Yes! It'll be coming soon!

  • @bharat5194
    @bharat5194 Год назад +2

    Love the in depth tutorial

  • @SergioSalloum
    @SergioSalloum Год назад

    Insane tuts man
    Keep going!!

  • @soltzcrea834
    @soltzcrea834 Год назад +1

    Finally found what i was looking for

  • @tiagocardoso4434
    @tiagocardoso4434 5 месяцев назад

    Awesome!!

  • @effectatron
    @effectatron Год назад +1

    Nice

  • @bloodforfeathers
    @bloodforfeathers 8 месяцев назад

    Where do you get this HDRI?

  • @Boaugustin
    @Boaugustin Год назад +1

    Do you prefer redshift to octane ?

    • @NewPlastic
      @NewPlastic  Год назад

      Hmm I would probably choose Octane if I had to choose one. Much more robust, much faster, it's very powerful. One good thing about Redshift is that it's more stable.

    • @Boaugustin
      @Boaugustin Год назад

      Oh ok I see ! Also I have a very important question, when i use a projection inside octane material node root to all my image texture, it's work for all but for the image texture displacement it doesn't, nothing happened and after i have to struggle with the texture mapping outside node editor try to match the setting inside c4d, do you have a solution for this ? can't find anything on the internet.. @@NewPlastic

  • @ilikeitwhatisit
    @ilikeitwhatisit Год назад +1

    hey, I downloaded your scene from gumroad and am recreating your materials. in the bump map you set a scale of 0.15 for the displaced voronoi. For me, a scale of 0.002 looks small enough to be realistic. any idea why that is?

    • @NewPlastic
      @NewPlastic  Год назад

      Thanks for bringing this up! I was pretty sure I turned all the bump height literally to 0.002 for that reason exactly. I will go over the mode again. Thanks!

  • @prettygrotesk254
    @prettygrotesk254 Год назад +1

    yesssss

  • @AdamBelis
    @AdamBelis 10 месяцев назад

    Procedural materials are posiuble but are much less userfrendly usually you need to do it with some vector math or some offsets.
    for example for that radial blur. use ramp map set tu circular that goes in to range mapper set output to high nimber and that goes to offset of notice texture
    ruclips.net/video/Otc-OfJXTf8/видео.html

  • @CIA-main-hub
    @CIA-main-hub Год назад +1

    Keep em coming ❤

  • @sidlake5954
    @sidlake5954 Год назад +1

    🥰🤩

  • @Mother-Russia-Z
    @Mother-Russia-Z 8 дней назад

    You didn't show the Redshift settings. The lesson is useless, I can set up the materials with my eyes closed.