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Published: 2010-09-23 15:36:39 +0000 UTC; Views: 5078; Favourites: 37; Downloads: 626
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Description
Cinema 4D R11 AR3you can download this and other free Portal models (and see my other Portal works) in my Portal gallery folder [link]
Download Includes:
- Weighted Pivot Cube Model (6 objects)
- 5 Materials
- Render Settings
Creative Commons License/This work is released with an intent for 3D modeling educational purposes. You may use this model in any non-profit way. The likeness of the model is Copyrighted to [link] Valve Corporation. If you use this model in any way you must give me credit and provide your audience with a link to this my deviation./Creative Commons License
Please consider sending me a link to what you make if you post it online. I would love to see how you use this model.
I have also exported this project to the OBJ format [link]
[link] my Resources gallery folder (free models , materials , and stuff)
Related content
Comments: 19
100SeedlessPenguins In reply to Nanaki-Murasaki [2010-11-06 21:50:10 +0000 UTC]
hi i haven't seen you around in a long time
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Vrga In reply to 100SeedlessPenguins [2010-09-24 22:29:01 +0000 UTC]
less poly's, or rather, dont just group it all up into few objects, nulls are very useful
actual materials would work a lot better, as your materials a re a "bit" lacking in detail when rendered in higher resolutions...
Caustics are epic-useless. (and rather fiddly to even get to work at that)
errm, under the illumination tab you can change the shading mode between phong, blinn and oren-nayar. they can also make simulating certain materials easier.
urk. hm. ah, yes, maybe try using splines and nurbs objects for modelling too? Also, primitives are sometimes better for some simple objects.
when using transparencies, avoid too thick "glass" objects, and minimize intersections with surrounding geometry as much as possible. This doesnt matter as much when just doing non-GI renders, but when doing GI renders transparent geometries intersecting stuff tend to utterly kill render time.
i'll have more soon, or per request, after working with c4d for almost 5 years now, i know a few quirks, tho mostly related to the interface/modelling side.
am i helpful or just a damn annoyance?
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100SeedlessPenguins In reply to Vrga [2010-09-24 23:49:17 +0000 UTC]
thank you very much for explaining all of that to me
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Vrga In reply to 100SeedlessPenguins [2010-09-25 00:36:03 +0000 UTC]
np if you want to know anything, or arent sure about a particular detail, feel free to ask.
(as a side note i just remembered, ambient occlusion isnt too useful when GI is already enabled, and it *really* doesnt need 100% accuracy...)
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100SeedlessPenguins In reply to Vrga [2010-09-25 02:08:18 +0000 UTC]
if you have the time i would love to see a render and the project settings of how you would personally do this
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Vrga In reply to 100SeedlessPenguins [2010-09-25 02:28:52 +0000 UTC]
i'm actually doing the whole thing atm.
is gonna take a while till i'm happy with it tho. maybe i might finish it some time on the morrow. sleepy time now XD
as for re-rendering yours, i might do just that soon-ish, but its still gonna be up tomorrow. GI are slow.
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100SeedlessPenguins In reply to Vrga [2010-09-25 12:57:34 +0000 UTC]
that will be interesting to see . you haven't modeled anything in half a year , since i began , so i'm glad i could be of some influence to bring you back into it . i can't wait to see your project and render settings
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Vrga In reply to 100SeedlessPenguins [2010-09-25 14:05:02 +0000 UTC]
you might think i havent done anything, but i was busy with getting some other stuff done. [link]
Most of my time is focused on developing that, and in recent times i only opened c4d for some animation tests and converting models for that game.
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100SeedlessPenguins In reply to Vrga [2010-09-25 14:17:56 +0000 UTC]
did you make the models on that page ? it looks like you're getting a lot better at it
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Vrga In reply to 100SeedlessPenguins [2010-09-25 14:32:00 +0000 UTC]
not really. all the models that are in the screenshots are from HW2, i just converted them, and they're placeholders so we can do playtesting and balancing.
for a model that i actually did, take a look at this...
[link]
[link]
[link]
[link]
[link]
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