Latest Tutorials
Tutorial | Instructor | Date Updated | Runtime | Views | Relevance |
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JET Making Of, Part 04: Photo 3D; Camera Projection
Photo 3D “Camera Projection” In this video Dr. Sassi discusses how Camera Mapping was used to create another landscape and also the role that detail and scale play in selling a shot to the viewer. The creation of the reflection maps and foreground elements in Vue is covered. Then motion blur is applied using After Effects and the final compositing is done using NUKE. As a bonus, the source images in the shot are displayed, allowing you to see the real size of the “cliffs”. |
Dr. Sassi | Jun 13 2012 | 16:49 | 924 | |
JET Making Of, Part 03: Desert-Arche
JET Making Of, Part 03 In this video Dr. Sassi continues to discuss the workflow between Vue and CINEMA 4D. You will also be given an overview of the creation of the stone arch and using Photoshop to create the texture for the rock. Finally you will see a short discussion about the JET flight path and the rig used to create it. |
Dr. Sassi | Jun 13 2012 | 12:25 | 1019 | |
JET Making Of, Part 02: Desert Morning
“Camera Projection” In this video Dr. Sassi gives an overview of creating another desert shot. Starting in Vue, an environment is created to be used as the background for the shot. The geometry and camera are exported to CINEMA 4D and the camera projection is setup, this includes creating patches to fix areas where textures may “tear”. Finally the compositing of the scene is done in NUKE. |
Dr. Sassi | Jun 13 2012 | 18:48 | 1231 | |
Speed-Modeling City, Part 13: Detail, C4D Part B
Detail, C4D Part B (Foreground Objects) In this video Dr. Sassi goes over how he takes a finished facade, and prepares that for final insertion into the full city that has been create using the techniques outlined in the previous videos. This discussion covers some of the issues that arrive when trying to scale the buildings that have been created. |
Dr. Sassi | Jun 13 2012 | 06:11 | 1240 | |
Speed-Modeling City, Part 11: Detail, Illustrator
Detail, Illustrator (Foreground Objects) In this video Dr. Sassi walks you through the process of using Illustrator to clean up the paths from Photoshop before bringing them into CINEMA 4D. This also includes a short discussion about preparing files in Illustrator for export to CINEMA 4D. |
Dr. Sassi | Jun 13 2012 | 03:48 | 849 | |
Speed-Modeling City, Part 12: Detail, C4D Part A
12 Detail, C4D Part A (Foreground Objects) In this video Dr. Sassi goes over the process of importing the paths from Illustrator into CINEMA 4D. To get a little extra detail a usage for the Extrude NURBS “caps” parameters is shown. A demonstration of how setting up a proper boundary for the paths in Illustrator makes applying a source image as a texture using Flat projection a breeze. With the Facade laid out a Dr. Sassi explains a little bit about glass, and some considerations that need to be made when trying to creating realistic reflections. To finish details are extracted from the facade image to be used to cover up small problems that resulted from the Frontal Projection. |
Dr. Sassi | Jun 13 2012 | 12:42 | 895 | |
Speed-Modeling City, Part 09: Detail, Image Preparation
Detail, Image Preparation (Foreground Objects) In this video Dr. Sassi explains the first steps in another method for modeling a building.The discussion starts by going over correcting the distortion in the image and then using the clone brush to remove unwanted objects from the image. |
Dr. Sassi | Jun 13 2012 | 05:02 | 806 | |
Speed-Modeling City, Part 10: Detail, Creating Model Information
Detail, Creating Model Information (Foreground Objects) In this video Dr. Sassi takes the prepared image from the previous video and setups up splines to help deal with the windows and smaller details on the facade. |
Dr. Sassi | Jun 13 2012 | 05:38 | 834 | |
Speed-Modeling City, Part 08: Background-City, Example
Background-City: Example In this video Dr. Sassi goes into further detail on how to create a building in 3D that matches a building from a source image. This begins by cleaning up an image in Photoshop, this includes removing distortion from the facade, cleaning up the results to provide a seamless texture, and creating masks for the windows. Once the work in Photoshop is done Dr. Sassi will cover the basics of using this information to create a quick building. |
Dr. Sassi | Jun 13 2012 | 15:14 | 940 | |
Speed-Modeling City, Part 07: Background-City, Tips & Tricks
Background-City: Tips & Tricks In this video Dr. Sassi explains how the camera move in a scene can determine what needs to be created in a shot. To this end, he discusses how to use temporary objects to help determine areas that need to be given more detail. This is important, because finding out exactly what the camera can and can’t see will affect how much work needs to be done to hide problem areas. |
Dr. Sassi | Jun 13 2012 | 11:22 | 935 | |
Speed-Modeling City, Part 05: Facade & Color
Facade & Color (Background-Cluster-City) In this video Dr. Sassi provides a few idea on how to add variation into the textures that get applied to the buildings in your scene. This method shows you how to utilize the Layer shader to gain creative control over the the coloration of specific areas of a bitmap. The actual variation in color is controlled by a combination of the Mograph shader and the Random effector. Since the ID of the clones can be important, a method for using a Matrix object to help control the order of the clones in your cloner is covered. |
Dr. Sassi | Jun 13 2012 | 18:00 | 922 | |
Speed-Modeling City, Part 06: Background, City
Background-City (Cluster-City) In this video Dr. Sassi gives an overview of how all material covered in the previous videos was brought together to create the final result. A discussion about using MoGraph to gain a bit more control over the “randomness” is given. |
Dr. Sassi | Jun 13 2012 | 13:47 | 1007 | |
Speed-Modeling City, Part 04: Equal “Random Steps”
Equal “Random Steps” (Background-Cluster-City) In this video Dr. Sassi continues his explanation on creating a city to be used in the background of an environment. To create the basic building, geometry created earlier can be cloned to create a more complex skyscraper, a Shader effector can be used to control the arrangement to get further control over your building. Once there variation has been added to theskyscrapers, Dr. Sassi explains how you can then spread them out across your scene. |
Dr. Sassi | Jun 13 2012 | 29:33 | 969 | |
Speed-Modeling City, Part 03: Images & Preparation
Images & Preparation (Background-Cluster-City) In this video Dr. Sassi begins to introduce a method for creating buildings that will be used to populate the background of an environment. The discussion begins by outlining a method for extracting the facade of a building from an image and then removing the perspective from the extracted section. This will be followed by a discussion on creating masks for the windows. To wrap up the the preparation phase, Cloner objects and the Shader effector will be used to distribute the building throughout the scene. |
Dr. Sassi | Jun 13 2012 | 14:04 | 990 | |
Speed-Modeling City, Part 02: Facade, Structured Selection
Facade - Structured Selection (Building a skyscraper) In this video Dr. Sassi extrapolates upon the technique introduced in the previous video. With selection out of the way it is time to start modeling the basic structure of the building’s facade. By creating selection sets along the way you can easily manage your modeling, as well as materials. Once the basic geometry for the facade is laid out, Dr. Sassi will explain how you can utilize a Cloner object to create rotational symmetry, resulting in a full building. This discussion also includes an explanation of how to figure out the proper offset to use in the Cloner. Once the modeling is completed a method for lighting up random windows using materials is given. |
Dr. Sassi | Jun 13 2012 | 18:27 | 2231 | |
Xpresso Maker: Recursive Functions for Hierarchy
making the function recursive in order to parse an entire hierarchy tree In this tutorial, you’ll learn how to create a Python script that generates an Xpresso node for an object with ports for all the User Data on that object. In part 8, you’ll learn how to use GetDown() to get a child object, and make a recursive function to parse the entire Xpresso node hierarchy. |
Rick Barrett | Jun 06 2012 | 07:10 | 2361 | |
Xpresso Maker: Manipulating the Selection Node
looping through nodes and checking the selected state In this tutorial, you’ll learn how to create a Python script that generates an Xpresso node for an object with ports for all the User Data on that object. In part 6, you’ll learn how to loop through the nodes in an Xpresso tag using a while statement. You’ll also learn how to check the selected state and parameters of a node. |
Rick Barrett | Jun 06 2012 | 09:47 | 2032 | |
Xpresso Maker: Intro / Getting the Xpresso Tag
download the scripts / learn how to get & create an Xpresso tag In this tutorial, you’ll learn how to create a Python script that generates an Xpresso node for an object with ports for all the User Data on that object. In Part 1, you’ll learn how to loop through the active tags and check their type. You’ll also learn how to create a new Xpresso tag and insert it on an object. |
Rick Barrett | Jun 06 2012 | 10:49 | 23427 | |
Xpresso Maker: Overview
add UserData and Poses to nodes in a single click Xpresso Maker is a set of Python scripts for CINEMA 4D R12+ that take some of the pain out of creating complex rigs with Xpresso. Included Scripts: |
Rick Barrett | Jun 06 2012 | 03:44 | 9468 | |
Xpresso Maker: Getting the Xpresso Window in R13
how to get a reference to the open Xpresso window In this tutorial, you’ll learn how to create a Python script that generates an Xpresso node for an object with ports for all the User Data on that object. In part 5, you’ll learn how to use a new method in the CINEMA 4D R13 Python API to get a reference to the Xpresso window that’s currently open. You’ll also learn how to check the CINEMA 4D version and adapt the behavior in order to maintain compatibility with R12. |
Rick Barrett | Jun 06 2012 | 06:49 | 2635 | |
Xpresso Maker: Creating a Function
creating a custom Python function In this tutorial, you’ll learn how to create a Python script that generates an Xpresso node for an object with ports for all the User Data on that object. In part 7, you’ll learn how to create a flexible Python function that can easily be reused in multiple areas of the script or within multiple scripts. |
Rick Barrett | Jun 06 2012 | 11:34 | 1799 | |
Xpresso Maker: Managing Undos
making it possible to undo the changes made via the script In this tutorial, you’ll learn how to create a Python script that generates an Xpresso node for an object with ports for all the User Data on that object. In part 3, you’ll learn how to make the script “undo-able” via the StartUndo, EndUndo and AddUndo methods. |
Rick Barrett | Jun 06 2012 | 09:54 | 2034 | |
Xpresso Maker: Preparing for Distribution
adding docstrings, comments, icons and creating multiple versions of the script In this tutorial, you’ll learn how to create a Python script that generates an Xpresso node for an object with ports for all the User Data on that object. In part 4, you’ll learn how to prepare the script for distribution, by adding the recommended docstrings, commenting the code and adding an icon. You’ll also see how to make minor modifications to create two additional scripts that add input ports or input and output ports. |
Rick Barrett | Jun 06 2012 | 09:58 | 2069 | |
CV Selection Manager, Part 01
Overview and how to use it In your day to day life, you may deal with selection tags a lot, and you probably know that working with a lot of tags can get tedious at times. |
Cineversity | May 30 2012 | 02:16 | 10531 | |
CV Selection Manager, Part 02
Learn how to download and Install the CV Selection Manager Download the plugin by clicking “Files” |
Cineversity | May 30 2012 | 02:16 | 21655 |