Because Maya, 3dsmax, Modo, & Lightwave sound much classier? It's just a name. Get over it. It's served them well for 20 years.
I wonder how many game artists use Cinema 4D as a major part of their pipeline?
Probably none, but games aren't the only industry around. Here's what you have to consider.
Even though C4D has been around for 20 years, it really didn't gain significant attention in the United States until v7 in 2001. Thanks to 3D Studio DOS & PowerAnimator, 3dsmax & Maya precursors, Autodesk had already cornered the game market by then. Since a studio can have a fair number of licenses and artists, it's just prohibitively expensive to relicense and retrain. Reworking an entire pipeline is generally not an option for most established studios.
That said, Cinema4D is very frequently used in film production, motion graphics, & TV. Its credits are wide & varied, often sharing the same screen space with Maya & 3dsmax.
The snapping system looks cool, and it has guides which is interesting.
Basically taken from Modo. I don't get why Maxon added "Sculpting" to their feature set as the game market/artist isn't really their strong point at all. It lacks many necessary features and Bodypaint is pretty much a dead horse they don't feed anymore (yet they drag it around).
I wonder how many game artists use Cinema 4D (What a cheesy name) as a major part of their pipeline?
I used it for quite a while, mostly between my transition from VFX to game art. My avatar is actually from a castle I made in C4D some years ago.
Cinema 4D, the "4D" comes from animation (time). Its not that cheesy of a name, actually.
Cinema 4D is 100% for sure the easiest program to get into 3d with. It far surpasses Blender in UI organization and its very straight forward.
They also didn't add sculpting to target game artists, they added sculpting to make VFX artists have an easier time making pretty much anything. Statues/scenes etc, they explain it at the end of the sculpting video.
And C4D is just as popular as max/maya for movies.
I am honestly curious if anyone on polycount uses it for game art.
I do and I think maybe hawken does?
We use it all the time at my work, we have to use it because we are all on macs as we develop primarily for IOS. Its one of the only full featured 3D apps(including animation) on a mac and its not overpriced like maya so its a pretty good buy for a startup mobile games studio! Its also very easy to use if you come from a max or maya background because the basic modelling tools are very nice, though it lacks more complex tools. It also plays well with unity3D which is a big plus for mobile devs!
That said I totally agree with you thomas p I never would have expected sculpting and normal map baking in this release but it looks like they have done it surprisingly well, maybe they are getting more interested in supplying the tools game artists need?
the sculpting in c4d looks interesting to me. it'd be cool to sculpt a character, and then rig it and animate it on its low subdivisions and then render it on the high subdivs.
this is what i was expecting autodesk to do when they bought mudbox. does mudbox integrate with max and maya in any way?
Im just wondering how versatile this sculpting is, for example if Im sculpting a face and find I dont have my edgeloops round the nose quite right can I step down and add/change some loops and then step up and continue sculpting with no loss of work?
Cinema 4D, the "4D" comes from animation (time). Its not that cheesy of a name, actually.
I guess arguably so.
Still seems kinda cheesy:
:poly121:
I think Maya has the coolest name, meaning 'illusion'. 3Ds max sounds very generic. Modo makes no sense, but sounds cool. Although this means nothing in terms of the programs quality.
It's interesting to see so many people using C4D though.
I would like to know what kind of rig they were running that demo on.
C4d is horrible when it comes to high polycounts so i dont really see this as something
one would use a lot, maybe for blocking in landscapes and such.
Nice to see they finally have functioning normal map baking.
I first used c4d when I started out a few years ago, had it's weak and strong points
For the latest years they seemed to have focused most on rendering and the motion graphics industry.
C4D's always been great if you need decent results quickly, without jumping through a lot of hoops. I know a number of graphic designers who use it. The migration from C4D to Maya or 3DS can be pretty tough though so I wouldn't recommend it to a beginner who wants 3D to be their primary focus.
Still, a complete workflow package including painting tools (Bodypaint) AND sculpting tools? Kudos Maxon.
http://nitro4d.com/blog/magicsolo/ works pretty flawless !
I understand every other crit you have tho, i use it solely for work but no realtime stuff and i understand why its almost not used at all there.
Ohyeah and vray is a must have ^^
nice did u use the new sculpting tools or did you just import a model? I thought it wasnt out yet
non, this is Not C4D R14 , so I did not use the new sculpt tool .:poly127: What I wanna show it's just that already the C4D R 12 support nicely 2 milions poly without a crash. In a case of my Landscape I use C4D R12 only for very simple work as a magnet (put in a place my rocks), symetrie ( to get an out area ), UV EDITOR and BODY PAINT (texturing).:poly142:
( the modelling of my Landscape is another story - Terragen for a basic terrain with a basic erosion , Sculptris for a basic blocking of rocks , Zbrush for a details of rocks and terrain ; ... and than C4D for UV and BODY PAINT. I keep all still in a quads).
yes , ( What a bad addictions I've got ?! lol ,, :poly121: , but it works fine for me & the result is here - this is what count for me )
Well ,that's why now I'm waitting for C4D 14 to have all what I need in a one software.:poly142:
Replies
Probably none, but games aren't the only industry around. Here's what you have to consider.
Even though C4D has been around for 20 years, it really didn't gain significant attention in the United States until v7 in 2001. Thanks to 3D Studio DOS & PowerAnimator, 3dsmax & Maya precursors, Autodesk had already cornered the game market by then. Since a studio can have a fair number of licenses and artists, it's just prohibitively expensive to relicense and retrain. Reworking an entire pipeline is generally not an option for most established studios.
That said, Cinema4D is very frequently used in film production, motion graphics, & TV. Its credits are wide & varied, often sharing the same screen space with Maya & 3dsmax.
I am honestly curious if anyone on polycount uses it for game art.
Basically taken from Modo. I don't get why Maxon added "Sculpting" to their feature set as the game market/artist isn't really their strong point at all. It lacks many necessary features and Bodypaint is pretty much a dead horse they don't feed anymore (yet they drag it around).
I used it for quite a while, mostly between my transition from VFX to game art. My avatar is actually from a castle I made in C4D some years ago.
Cinema 4D, the "4D" comes from animation (time). Its not that cheesy of a name, actually.
Cinema 4D is 100% for sure the easiest program to get into 3d with. It far surpasses Blender in UI organization and its very straight forward.
They also didn't add sculpting to target game artists, they added sculpting to make VFX artists have an easier time making pretty much anything. Statues/scenes etc, they explain it at the end of the sculpting video.
And C4D is just as popular as max/maya for movies.
I do and I think maybe hawken does?
We use it all the time at my work, we have to use it because we are all on macs as we develop primarily for IOS. Its one of the only full featured 3D apps(including animation) on a mac and its not overpriced like maya so its a pretty good buy for a startup mobile games studio! Its also very easy to use if you come from a max or maya background because the basic modelling tools are very nice, though it lacks more complex tools. It also plays well with unity3D which is a big plus for mobile devs!
That said I totally agree with you thomas p I never would have expected sculpting and normal map baking in this release but it looks like they have done it surprisingly well, maybe they are getting more interested in supplying the tools game artists need?
this is what i was expecting autodesk to do when they bought mudbox. does mudbox integrate with max and maya in any way?
The Sculpting's surprised me , ...why not - I hope that that the stability is there !
I guess arguably so.
Still seems kinda cheesy:
:poly121:
I think Maya has the coolest name, meaning 'illusion'. 3Ds max sounds very generic. Modo makes no sense, but sounds cool. Although this means nothing in terms of the programs quality.
It's interesting to see so many people using C4D though.
C4d is horrible when it comes to high polycounts so i dont really see this as something
one would use a lot, maybe for blocking in landscapes and such.
Nice to see they finally have functioning normal map baking.
For the latest years they seemed to have focused most on rendering and the motion graphics industry.
Still, a complete workflow package including painting tools (Bodypaint) AND sculpting tools? Kudos Maxon.
I understand every other crit you have tho, i use it solely for work but no realtime stuff and i understand why its almost not used at all there.
Ohyeah and vray is a must have ^^
( the modelling of my Landscape is another story - Terragen for a basic terrain with a basic erosion , Sculptris for a basic blocking of rocks , Zbrush for a details of rocks and terrain ; ... and than C4D for UV and BODY PAINT. I keep all still in a quads).
I hope that I don't disappoint You too much.
yes , ( What a bad addictions I've got ?! lol ,, :poly121: , but it works fine for me & the result is here - this is what count for me )
Well ,that's why now I'm waitting for C4D 14 to have all what I need in a one software.:poly142:
Did not expect that. Learned Cinema 4D first, and im really glad I can integrate it in my game workflow
Cinema is used a lot in combination with after effects for motion graphics aswell
That is one of the big reason why I am interested in it.