I think I should definitely post more often on this blog, but at the same time the idea of #everydays, which is so popular over twitter and tumblr is for me at this time, a bit too much. But from this point on, I will make an effort to post more of 3D modeling tricks and tips and my works, especially variety of 3D renders made in Cinema 4D.
For example, a few days ago this render of 3D electrical switch and power outlet was created. These kind of small 3D models (low-poly and mid-poly) are always great as a instances to enrich and add more details in interior scenes, just like the one I am working on right now for an upcoming short animation ;).
Last time I shared my workflow on how I create most of the materials with Physical render in Cinema 4D. If I briefly recap, I use Reflectance channel within which I create two layers, diffusion that uses Lamberitian type of reflection and Reflection layer with GGX or Beckmann reflections. I load my diffuse/Albedo map in layer color section of Diffuse. In the C4D help files they recommend that you use textures map in color channel, but I like it better if I load them in Reflectance, because you get better result and you can actually go back to "color" look pretty simply - you just decreases the reflection and increase specular strength in the same layer.
I’ve been playing around with Cinema 4D physical materials and I created a few new logo treatments. These are basically using only the Reflectance channel with diffuse and reflection layer. Reflections layer mainly uses roughness and normal map. Plus, everything has Fresnel! It's rendered with custom HDRI, no GI and default light is also disabled.
I always like to explore Blender's features, especially the simulations! This time I was trying to familiarize myself with cycles render and material note system for creating fire and smoke. It is smart to learn different programs, so you can combine and use the best functions. For example, in Making of Seed, Matthias Zabiegly from Aixsponnza shows us how they use Blender to adjust and remove UV distortion.