Yes, was watching a blender demo today regarding its hair workflow ,and it
is really good, but the interface ow the interface.... ow god the interface.


On 5 August 2014 16:45, Jason S <[email protected]> wrote:

>  Maybe it wasn't a good idea to install various trials at the same time,
> but I wanted to stress test Modo, C4d, (& Blender) at side by side.
>
> and I personally found c4d to be the most straight-forward/versatile (like
> freedom in an open field) while remaining easily managable ("asset
> management"?) and non finnicky. Quite a bit more than Modo actually, though
> it was easier to find help in Modo furums, (whilst I didn't as often need
> to in c4d) giving like a feeling that C4d is to Modo what SI is to Maya in
> terms of 'workflow', and I personally found Modo's 'user friendlyness' to
> be mostly (or only) in proportion to Maya (while at least not having Maya's
> price tag)
>
> But C4d (or modo) is still very much like a little brother, not just in
> regards to Espresso,
> but it (like Modo) always seem to add (some really very cool/useful)
> things without ever addressing some core performance/stability "issues" -
> (only being 'issues' relative to SI/Maya), while being -very hard- to see
> any light at the end of each tunnels in those respects.
>
> Blender was actually one who was 'able to take-it', but dealing with the
> outliner.. OMG.. reparentling things (alone) is excruciating(even after
> knowing how to do it),
> and there is to this day, no way to change the same properties of multiple
> objects (no spreadsheet or multi edit of any form)
>
> I think that if Blender addressed not that many things (which don't seem
> to involve too deep things compared to others) it could really be far more
> seriously be considered having it's own share of incredible things.
>
>
> But While SI can definately also bog down, and some operations can take a
> long time ...
> (in c4d for instance, reparenting 1 or 1000 objects takes the same amount
> of time,
> and that to my surprise, *technically* each app actually yeilded very
> similar raw FPS **when simply navigating** with the same amount of
> objects/polys) ,
>
> .. In SI, everything remains very workable
> (interactivity/managability/stability, or not feeling like you have a
> heavy MR render region running all the time)
> with heavy loads or when pushing-it (especially so when minding a mere
> handful of things)
>
> But even without considering playback performance with lots of things
> happenning, this is all notwithstanding SI's ability to turn on dimes, or
> as mentionned;  passes, gator, changing things at any level with it's
> procedural nature, it's seemless/modeless interaction model, need I go on..
> making it (by heads & shoulders) faster than anything out there.
>
> Also in respects to many if not most new cool features, (both c4d & modo
> had lots of great new things in their last releases)
> already even without ICE, SI sort of had **TONS** of 'features' that were
> merely a combination of a few things,
> (shrinkwrap retopology for instance)
>
> But you know.. -WITH- ICE,  it can easily be said that SI somehow has like
> an easy access to any feature you could ever think of, or need in a
> particular situation, which can be seen as nothing less than like an
> all-encompassing abstract feature.
>
> Which is similarly one of the things that make it (or have made it) so
> 'timeless' (indeed) :]
>
>
>
>
> On 08/05/14 9:06, olivier jeannel wrote:
>
> Yeah, well it doesn't have a modeling stack either.
>
> Looks more like a compilation of presets and "auto-tools" to me.
>
> No improvement of Mograph since ages, and the TP are an horror compared to
> ice.
>
>
> Le 05/08/2014 14:53, Rob Wuijster a écrit :
>
> Some nice things, but the one more..... wasn't Render Passes ;-P
>
> How do people cope with Modo, Cinema 4D not having Passes like in
> Softimage?
> With Modo I'm still not sure it's worth all the shuffling of item and
> polygon groups, shaders, pass groups and passes.....
>
> Rob
>
> \/-------------\/----------------\/
>
> On 5-8-2014 14:31, Cristobal Infante wrote:
>
> Cinema 16 announced!
>
>  https://www.youtube.com/watch?v=1Mzym-HZ9IE#t=87
>
>
>  On 1 August 2014 02:45, Athanasios Pozantzis <[email protected]> wrote:
>
>> more C4D character related links:
>>
>>  http://www.the-ottoman.com/blog/
>>
>>
>>  a game level designer made with the Character Builder :-)
>> https://vimeo.com/79626573
>>
>>
>>  particle creation using the Character Builder
>> https://vimeo.com/79628599
>>
>>
>>  Train tracks using the Character builder
>> https://vimeo.com/79637056
>>
>>
>>  https://vimeo.com/46989130
>>
>>
>>  character stuff using C4D:
>> http://capacity.tv/upgrade-and-moblize/
>> http://capacity.tv/cartoon-network/
>>
>>  so, I guess the answer to "Cinema 4D an option?" is DEFINITELY Yes, C4D
>> has an amazing character animation toolset, for TD's, riggers, animators
>> e.t.c. equivalent to the industry standard.
>> Having said that, this doesn't mean that they can't get better :-)
>>
>>  Cheers
>> Thanassis
>>
>>   [image: me] *Athanasios Pozantzis*
>> 103b-245 Carlaw Avenue, Toronto, ON M4M 2S1 <http://noseman.org>
>> +1 (647) 294-7707 <%2B1%20%28647%29%20294-7707>
>>
>>
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>
>
>
>

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