Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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Boston Terrier Illustration: Using Sculpt Tools to Adjust Polygons, Soft Selections and Mirror Tool
In this video we will use the Sculpt Tools to further refine the geometry of the Boston Terrier Model. In this video we will use the Sculpt Tools to further refine the geometry of the Boston Terrier Model. First we look at using Sculpt Symmetry and the Link Symmetry option so that we can easily move between the various Sculpt tools, Then we will look at how we can use preset MatCap or Art Shaders from the Content Library to help see the forms we are creating a bit better. After adjusting the form we look at how we can use the regular modeling tools to adjust the mesh using Soft Selections. Finally we use the Mirror Tool to recreate the symmetry after using the regular modeling tools. |
Patrick Goski | Feb 25 2016 | 13:09 | 2633 | |
Boston Terrier Illustration: Refining a Form: Continuing to Adjust Volumes Using the Sculpt Tools
In this video we continue refining the form of the Boston Terrier Model. In this video we continue refining the form of the Boston Terrier Model. This is mainly a process of using the Grab Brush, and the Inflate Brush. Like before, the Mirror Tool is utilized to rebuild the symmetry if it is broken. |
Patrick Goski | Feb 25 2016 | 10:42 | 1961 | |
Boston Terrier Illustration: Fixing the UV Map After Mirroring the Polygons, Sculpting Details
In this video we look at fixing the UV map that we had created. In this video we look at fixing the UV map that we had created. When we perform a Mirror Command, the UV map is not automatically mirrored, so this can be addressed by using the Transform Commands in the UV Mapping manager. UV Terrace is used to ensure that the UV points along the seam are connected. Since not all geometry is perfectly aligned, the Relax UV tools can be utilized to quickly rebuild more complex sections of the UV map. Finally with the UVs fixed, we can subdivide the model one more time and add the final details. |
Patrick Goski | Feb 25 2016 | 13:30 | 2732 | |
Boston Terrier Illustration: Build an Environment, Add Lighting, Material Overrides to Set Exposure
In this video we create the environment for the illustration. In this video we create the environment for the illustration. To do this we will create a backdrop by using a B-Spline, an Instance Object, and Loft. Once this is created a Camera Object will be added to the scene, and the Focal Length will be adjusted to change the perception of depth in the scene. After the Camera is added 2 area lights are created, and set to use Photometric Intensity to provide a more natural control over falloff. Next, the Override Material is used to set the exposure for the scene, and find the final lighting. Finally a simple test with GI is performed. |
Patrick Goski | Feb 25 2016 | 16:04 | 2584 | |
Boston Terrier Illustration: Adding Fur with the Hair Object: Getting Good Guide Placement
In this video we will create the basic hairstyle for the dog’s fur. In this video we will create the basic hairstyle for the dog’s fur. To do this we will use the Add Hair command to create Hair Guides on the model, then we will adjust the Guide Count so that there are less guides to edit. We will also look at how the Map (Old vs. New) changes how the Guides are created. We then look at using the Min. Spacing attribute to help provide better distribution of guides on the surface. We then use the Symmetry attributes for the Guides to easily change the guides on both sides of the model. Finally you will learn how to use the Add Guides tool to add additional guides in areas that have little coverage. |
Patrick Goski | Feb 25 2016 | 10:33 | 2553 | |
Boston Terrier Illustration: Styling Hair: Using the Hair Brush Tool to Style the Guides
In this video you will learn how to edit the Guides using various Hair Tools. In this video you will learn how to edit the Guides using various Hair Tools. To begin you will learn how to setup Collisions in the Hair Brush and how changing the Hair Mode from Tips to Guides affects how the brush functions. After Styling the hair, the Push Tool is used to move guides away from the surface, allowing you to add volume to the hairstyle. Next the Hair Brush is set to smooth mode to remove kinks along the guides. With the main style created we then look at converting the Guide Symmetry and using the Set Roots command. Finally the Hair Scale tool is used in conjunction with the Brush and the Cut tool to add the final details. |
Patrick Goski | Feb 25 2016 | 20:46 | 2918 | |
Boston Terrier Illustration: Creating and Adjusting the Hair Material: The Importance of Variation
In this video you will learn how to adjust the Hair Material to produce more realistic results. In this video you will learn how to adjust the Hair Material to produce more realistic results. This will start with setting up the Hair Count (which are the hairs distributed between guides), changing the hair Thickness, adding Variation to the Length, and adding Frizz, followed by setting up the Clump attributes. Finally the Color and Specular will be adjusted. |
Patrick Goski | Feb 25 2016 | 14:36 | 1955 | |
Boston Terrier Illustration: Using BodyPaint 3D to Create a Custom Hair Map
In this video you will learn how to utilize Bodypaint 3D to create a map that will allow you to blend between 2 different Hair Materials. In this video you will learn how to utilize Bodypaint 3D to create a map that will allow you to blend between 2 different Hair Materials.You will start by creating a New Texture, you will then Load the New Texture into memory so that it can be accessed by Bodypaint 3D. Then you will create a New Layer to paint on. You will then use the Paintbrush in the 3D Paint and Projection Paint modes to create the blend map. Finally you will save the changes to the Texture so you can use it in the next video. |
Patrick Goski | Feb 25 2016 | 10:57 | 2357 | |
Boston Terrier Illustration: Using a Texture to Control the Blending Between Two Hair Material Tags
In this video you will create a second Hair Material and then discover how to use the Hair Material Tag Attributes to blend between them. In this video you will create a second Hair Material and then discover how to use the Hair Material Tag Attributes to blend between them. To start you will create a copy of the original Hair Material and then edit the Color and Specular to create a different look for the hair. Next you will learn how to use the Use and Remove Available attributes to create a blend between the two Hair Materials. You will also learn how to invert an image using the Bitmap Shader Black Point and White Point. |
Patrick Goski | Feb 25 2016 | 07:27 | 1744 | |
Boston Terrier Illustration: Mirroring the Hairstyle, Fixing Guide Distribution, and Hair Material
In this video we will clean up several issues with the Hairstyle. In this video we will fix several issues with the Hairstyle. As we get closer to finishing an image it is a good idea to go back over and make a list of tweaks you want to make. This includes Mirroring the guides to change which side of Model the hair is on, Removing problematic Guides, or Guides that are too close together, Adjusting overall Styling using the Hair Brush Tool, Adjusting the Specular, and finally adjusting the Lighting |
Patrick Goski | Feb 25 2016 | 16:14 | 2044 | |
Boston Terrier Illustration: Editing a Custom Texture Using BodyPaint 3D, Setting up GI with Hair
In this video we will clean up several issues with the Blend map used to mix the two Hairstyles. In this video we will fix several issues with the Blend map used to mix the two Hairstyles. This covers using the Paintbrush Spacing and Jitter attributes to create natural variation in your brush strokes, as well as varying the Pressure and sampling colors using the Eyedropper. We will also introduce essential concepts related to working with the Hair Render and GI. Finally we will use the Filter Curves in the Picture Viewer to quickly preview a color grade. |
Patrick Goski | Feb 25 2016 | 09:52 | 2476 | |
Boston Terrier Illustration: Final Steps: Adding Figure, Using Render Region and Saving with Filters
In this video you will add the final scene elements to the project and setup the final render settings. In this video you will add the final scene elements to the project and setup the final render settings. This starts with adding a human figure from the Content Library, a Filter Shader is then utilized to reduce the Saturation of the preset texture. The Render Region is used to quickly preview the changes to just the area around the figure. Next a New Material is created for the backdrop, and the Specular is changed to a GGX shading model to provide a soft highlight. Finally the GI sampling is adjusted, the Anti-Aliasing is raised, and then the Render Width and Height are set. Finally the Filter Color Grading is used in the Picture Viewer to adjust Contrast before the image is saved. |
Patrick Goski | Feb 25 2016 | 06:49 | 1557 | |
Select Texture Tags and Objects for Active Cinema 4D Materials
Select Texture Tags / Objects for an Active Material to quickly change material assignments, object properties or assign Object Buffers To quickly select all the objects that are assigned a specific material, just select the material and use “Select Texture Tags / Objects”. This command selects both the Texture Tags and the objects themselves, so you can quickly change material assignments and other Texture Tag attributes. Switch the Attribute Manager mode to Objects and adjust the object parameters, or use CV-Add to Object Buffer to assign an object buffer to all the objects with a specific material assignment. |
Rick Barrett | Feb 22 2016 | 00:46 | 13221 | |
Select Cinema 4D Materials Assigned to Active Objects
Select Materials of Active Objects to Quickly Modify Materials based on Viewport Selection It’s often easier to select materials based on an object selection. Simply select an object in the view or in the Object Manager and use the Select Materials of Active Objects command to scroll to, select and quickly modify the associated material. Assign a shortcut to quickly access this command whenever you need it. |
Rick Barrett | Feb 15 2016 | 00:43 | 3108 | |
Render a Kitchen Concept in Virtual Reality: Series Introduction
Sketchup Architectural Interior Visualization to Virtual Reality Video experience using Cinema 4D, After Effects, Mettle’s Skybox Studio and CV-VRCam In this tutorial series, we’ll explore the process of creating a 360 degree VR video. that uses Sketch & Toon for non-photorealistic rendering. VR is ideally suited to architecture and real estate because it allows the viewer to see the space as it would really exist, before any work is done and without the expense of furnishing a model home. In this case, we’ll animate Sketch & Toon to introduce various elements - much like you might see in a home renovation TV show. In previous tutorials we’ve shown how to render Virtual Reality using third-party render engines or Cineversity’s own CV-VRCam plugin. Sketch & Toon is a special render engine within Cinema 4D that doesn’t use raytracing, so it isn’t supported by the CV-VRCam plugin. In order to achieve a 360 degree render using Sketch & Toon, we’ll utilize the Skybox Studio After Effects plugin from Mettle. This is a great plugin that opens up lots of possibilities for compositing 360 video, so I’d recommend it to any After Effects user exploring Virtual Reality. Finally, we’ll create a photorealistic render of the kitchen using CV-VRCam, and use compositing techniques in After Effects to create an animation based on a single rendered frame. |
Rick Barrett | Feb 10 2016 | 01:10 | 8917 | |
Render a Kitchen Concept in Virtual Reality: Import a SketchUp Kitchen and Render with Sketch & Toon
Solve typical Sketch & Toon Problems to create a line-drawn architectural visualization In this tutorial, you’ll create a non-photorealistic render of a kitchen using Sketch & Toon using a model from Sketchup’s 3D Warehouse. The same techniques apply regardless of your CAD application - if you use Vectorworks, Archicad or Allplan, you can export architecture projects directly to Cinema 4D. Projects from other CAD applications can be imported via formats like DXF, DWG or FBX. You’ll learn several techniques for controlling and solving common problems with Sketch & Toon line drawing, including issues with culling and missing lines. This tutorial uses CV-VRCam. Make sure to download the most recent version via CV-Toolbox. INSTRUCTOR’S NOTE: Sketchup 2016 Models are not currently supported by C4D as on Feb 2016, so stick with the Sketchup 2015 format. |
Rick Barrett | Feb 10 2016 | 13:55 | 7427 | |
Render a Kitchen Concept in Virtual Reality: Animate Sketch & Toon Drawing
Create an animated architectural sketch using Sketch & Toon Animating the line drawing within Sketch & Toon is a great effect that simulates the process of drafting an architectural project. It can be set up with minimal effort, and in this tutorial you’ll learn about the basic options for animating Sketch & Toon lines. Separate Sketch & Toon materials and Sketch Style tags can be used to uniquely control the animation of individual objects, while hidden-line materials can be drawn and then erased to show the drafting process. |
Rick Barrett | Feb 10 2016 | 16:55 | 4865 | |
Render a Kitchen Concept in Virtual Reality: Render 360° Sketch in After Effects with Skybox Studio
Use Cineware and Mettle’s Skybox Studio in Adobe After Effects to render 360 video from a C4D scene Learn how to render 360° monoscopic VR video in After Effects using Cineware and Mettle’s Skybox Studio. This technique is especially valuable when using Sketch & Toon, since CV-VRCam and other raytraced VR effects don’t support non-photorealistic rendering. You’ll learn how to configure both Skybox Studio and Cineware to properly output a monoscopic VR video, inject metadata with YouTube’s Metadata Tool, and upload to YouTube. Skybox Studio will render our Sketch & Toon scene via Cineware, the C4D render engine that’s built directly into After Effects. While you wouldn’t need a commercial license of C4D to render this scene, you will need Cinema 4D Visualize or Studio in order to set up the Sketch & Toon effect. Watch our VR Video course for a more in-depth explanation of preparing and uploading 360 Videos to YouTube and Facebook. |
Rick Barrett | Feb 10 2016 | 12:28 | 5635 | |
Render a Kitchen Concept in Virtual Reality: Photoreal VR Kitchen Visualization
Simple techniques to improve materials, lighting and rendering of Architectural CAD scenes Learn basic techniques to nudge an architectural CAD scene towards photorealism. You’ll see how to combine and replace materials with presets from Cinema 4D’s Content Browser. The Physical Sky offers realistic sunlight simulation based on the location, date and time, while the Content Browser also offers preset architectural lighting fixtures that falloff accurately via IES data. Enable Global Illumination so light bounces more realistically within the scene, and use Ambient Occlusion to punch up shadow areas. Add Object Buffers for individual objects so they can be independently controlled and animated during compositing. This tutorial uses the CV-Add to Object Manager command from CV-Object Manager Tools. Install the latest version via CV-Toolbox. Watch Patrick Goski’s excellent Cineversity tutorials on |
Rick Barrett | Feb 10 2016 | 17:48 | 2318 | |
Render a Kitchen Concept in Virtual Reality: Composit Sketch & Photoreal VR Renders in After Effects
After Effects compositing and masking for animated Virtual Reality from a single rendered frame In this tutorial, we’ll combine the Sketch & Photoreal VR visualizations we’ve created to create a final animation that draws the sketch lines and then transitions to a photoreal image. To save render time, we’re only using one frame of the photoreal render. We’ll create a dynamic animation by compositing the photoreal render with the sketched treatment rendered from Skybox Studio, and by masking various elements in After Effects. |
Rick Barrett | Feb 10 2016 | 12:27 | 2074 | |
Replace Materials in Cinema 4D with Alt/Option - Drag
Easily combine and replace Cinema 4D Materials, and swap material presets It’s easy to combine and replace materials in Cinema 4D’s Material Manager. Just Alt-Drag one Material over another, and all asssociated Texture Tag assignments will be updated automatically. You can drag materials directly from the Content Browser as well, and quickly preview different material presets within your Cinema 4D project. |
Rick Barrett | Feb 08 2016 | 00:58 | 16433 | |
Cinema 4D to Unity to Oculus Rift Quickstart
Explore Cinema 4D projects in Virtual Reality using the Oculus Rift Headset and the Unity Game Engine Quickly go through the process of exporting Cinema 4D project files to the Oculus Rift by way of the Unity Game Engine. Tools Used
Process
AddendumUnity is a quickly evolving application as is the Oculus Rift SDK.
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Donovan Keith | Feb 03 2016 | 09:31 | 18192 | |
Adjust the Default Light in Cinema 4D
Adjust Cinema 4D’s Default Light in each view to get a better look at your model Nothing replaces actual lights in your Cinema 4D scene, but the default light provided by Cinema 4D can be easily adjusted to more clearly see the model and previsualize lighting. |
Rick Barrett | Feb 01 2016 | 01:25 | 14447 | |
Add Custom Thumbnail Images to your C4D Files
Use final renders, specific views or any image to customize C4D file thumbnails. Cinema 4D files contain a custom thumbnail that’s displayed in Windows Explorer and OSX Finder. In this Quick Tip, you’ll learn how to customize that thumbnail image so it’s even easier to distinguish between C4D files. This is especially handy if you’re handing off files to someone else and want to ensure they understand the content or purpose of each file. Windows users will also learn how to fix the thumbnails in case they aren’t displaying properly in Windows Explorer. |
Rick Barrett | Jan 25 2016 | 05:55 | 13893 | |
Mens Hairstyles and Mustaches with C4D: Selection Tags and Hair Guides
Grow hair on selected polygons, and add guides where you’ll need them to better style hair. In this tutorial, restrict hair growth to a specific part of your character’s head with a Polygon Selection Tag. You’ll also add hair guides to better direct the growth of your hair in specific regions. Project Files can be found in the second tutorial of this series: Mens Hairstyles and Mustaches with C4D: Shaping Hair Guides Eric Reed is a CG Specialist with Hive-FX, a Portland, OR-based VFX studio. Hive-FX made a name for itself creating gruesome effects for the TV series Grimm on NBC. In that process, they’ve mastered all sorts of ways of turning people into monsters, including the use of Cinema 4D Hair. Other clients include Nike, Razorfish, Empire Green Creative, Wieden and Kennedy, Riddell and Microsoft. www.hive-fx.com |
Eric Reed | Jan 20 2016 | 05:08 | 8924 |