Showing posts with label Cinema 4D. Show all posts
Showing posts with label Cinema 4D. Show all posts

Create a low poly wallpaper in C4D

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This step-by-step guide will teach you how to create low-poly, facet-style desktop wallpaper with Cinema 4D and Photoshop

Popularised by the great New York-based art director and illustrator Justin Maller, the low poly facet-style render is easier that you think in Cinema 4D and Photoshop. If you're new to the softwares, there are plenty of Cinema 4D tutorials and Photoshop tutorials to get you started. But for those of you who are ready to go, here's a simple 12-step guide to creating your very own low-poly facet wallpaper.

Step 01.









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First off, fire up Cinema 4D and add a platonic shape from the shape menu to your scene. Select the shape in the objects menu and select the object tab in the Attribute panel below. Change the type to Bucky.

Step 02. 









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Next, select a Displacer object. This lives in the same menu as the Bend object.  Move the Displacer inside your Platonic shape in the Objects panel to make it a child of the shape.
Once there, select the Shading tab from the Attributes panel below. Next to the shader, click the little white arrow button to be able to select noise. Once selected, click the object tab and alter the height. This will start to create the kind of shapes we're looking for.

Step 03. 












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As well as playing around with the height and noise attributes, you can also tweak the attributes of the Platonic shape, like its type and segments. This will give you a more detailed shape. It's worth playing around until you get one you like.

Step 04. 












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Next, we'll need to add another shape to our scene. We'll use this later to project colour into our Platonic shape. So select a cube and in its Attributes/Object panel change its X/Y/Z size to 2000cm. This should surround your Platonic shape and still allow you to see it.

Step 05.











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Let's create some materials to apply to our shapes. First, some glass. To do this select Create > New material from the materials panel, bottom left of your screen.
Once it appears, double-click the material to bring up your Materials window. On the left-side of the window turn all attribute types off, other than Transparency. Once selected in the right-hand panel, change the Refraction setting to 1.2. With the glass created, drag the material and drop it onto your Platonic shape.

Step 06.









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Next, we'll need to find a photo or image that we'll use to project onto our shape. I found that darker, high-contrast images seem to work well, as well as dropping them into Photoshop first and boosting up the Saturation.

Step 07.







Click image to enlarge
Back in Cinema 4D, create a new material (as you did previously), but instead of Transparency, only click the Luminance type. A this point, we can apply our photo to the material. On the right, click the three-dot button to the far right of the texture button. Find your image and click OK.
Cinema 4D might prompt you that it's going to move the image to the project location. Just click 'Yes' – this will allow C4D to find it again later. Once applied to the material, alter the Blur offset to around 15 per cent. Now drag the material onto your cube object.

Step 08.






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Now what we need to do is allow the cube to affect the Platonic shape without it appearing in the scene. This is simple. All you need to do is right-click on the cube and select Cinema 4D tags/Compositing. Once it appears in your Object menu, select it and click the Tag tab in the Attribute menu below.
There should be a checkbox called 'Seen by camera'. Untick this. It might not seem like the cube has disappeared, but when you render, it won't be there.

Step 09.





Click image to enlarge
Now for the final render. Click the render setting button (a clapper board with a clog) to bring up your render settings window. For the render button select Physical. In your Output menu alter your width and height to 1960px by 840px, this should high enough resolution for most desktops. In the Save menu select Format PSD, Depth 16 bit, and click on the alpha channel box (we'll use this later in Photoshop).
Once you've altered your resolution you might have to go back to your scene and move your camera to position your shape how you want it. You can do this by using 1,2,3 quick key to move rotate and zoom your camera. Then press shift+R to render your final image.

Step 10.





Click image to enlarge
Once the Picture Viewer has finished rendering, select File/Save as then open your file in Photoshop. Now for the finishing touches.
In Photoshop open the Channels panel and cmd+click the extra channel supplied by C4D. With this selection, create a layer mask in your Layers panel, making your shape sit on a transparent layer.

Step 11.



Click image to enlarge
Next, create a new layer and set this below your masked shape. With the Droplet tool, select a highlight colour for rendering for your foreground, and one of the darkest colours for your background. With these selected use the Gradient tool set to Radial, and draw on a background.

Step 12.


Click image to enlarge
To add some extra shine, duplicate your shape and right-click the layer. Apply the mask, taking the background away. Once separated, bring up your Levels panel (cmd+L). Using the three triangles below the histogram, clip the highlights by moving them to the right.
With this layer modified, select Filter/Blur/Motion Blur and apply an angle and distance depending on your shape. Next simply apply Screen Mode to this layer to give you some more contrast and shine.
One final quick tip: If your shape seems to be a bit floaty, try adding a shadow.

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Why graphic designers should learn 3D

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For the most part, I'm a 2D artist. But for the past few months I've been playing in 3D space – and I love it! It turns out that it can be helpful to have the skills to create a 3D model , even when the spec calls for 2D art.
In this article, we'll take a look at some of the reasons why you should learn 3D, and how it can help improve your 2D art. We'll also review a few software options, and show you where you can go to get help learning the art of 3D modeling.

The benefits of going 3D

I wasn't always eager to work in 3D. In fact, I did everything I could to stay away from it. I mean, really. What's the point in spending time creating a 3D model when the spec calls for 2D art? As it turns out, there are a lot of good points.
Let's take a look at some of the reasons why you might consider learning and using 3D:

01. Fine-tune your designs

 
3D modeling can help you ensure accuracy in perspective, lighting and anatomy

When you're working in 2D space, it's important to design things with the basic principals in mind. This includes composition, perspective, lighting, values and tones, color theory, and form. With the aid of 3D modeling software, achieving these things has never been easier.

02. Work faster

Granted, if you're just learning 3D there's going to be a bit of a learning curve. But once you're past that, you'll discover how quickly you can model things. More importantly, you'll be able to change those things when needed, without spending a lot of time doing it.

03. Increase your marketability

Quite possibly the best reason to learn 3D is to improve your position within the marketplace. The trend is definitely moving towards the 3D world. As more and more designs take on a photorealistic look, understanding 3D will give you a competitive edge.

04. Stimulate your mind

There's something to be said about learning a new skill. When you take the time to learn something new, a few surprising things begin to happen.
For one, it helps to stimulate your mind. It also gives you something to talk about. This may not seem like a big deal, but it actually helps you build connections within the community.

05. Boost your creativity

I know this seems like a silly reason, but having fun is important. Even if you never plan to use your 3D designs, it's a lot of fun to play around in the 3D space. If nothing else, it helps you to tap into your creativity.

3D software options

Now that you know why you should learn and use 3D, let's find out what software options are available:
Creative freedom starts with open source software Blender


Blender is the de facto standard when it comes to free and open source software. While I wouldn't say the interface is particularly user friendly or intuitive, it's not too bad once you learn how to get around.

The flagship of 3D software is Maya –but it doesn't come cheap

The flagship of 3D software is Autodesk's Maya – but it's not cheap. If you're not a student, Maya will cost you (at a minimum) $185 per month. If you're looking for a cheaper alternative, Autodesk offers Maya LT, which is only $30 per month. The good news is that you can download free trials for both of these products.
Out of the three of these options, Maya LT is my preferred choice for creating characters and environments – especially for games.
Note: The list above is not meant to be comprehensive. It's simply a starting point. I encourage you to look around and find the right tool for you. Keep in mind, rarely will you have a single tool for every job.

Learning 3D


Master the art of 3D with the Lego Digital Designer

OK, so you've decided to learn 3D, and you selected a few tools. But where do you go to learn the basics?
Chris Language at Day Of The Indie suggests LEGO Digital Designer. He says, "LDD is a great training tool for anyone wanting to learn the basics behind the 3D authoring tools available today. LDD is also great for prototyping. Besides, who doesn't like to play with LEGO?". You can watch Chris' up-and-coming LDD tutorial at Day Of The Indie.
If you're looking for tutorials specifically on the software mentioned above, Blender has everything you need in its tutorial section. Or you can take a look at this list of 38 brilliant Blender tutorials. For Maya, have a look at 22 mighty Maya tutorials to try today .
Hopefully, you're convinced to give 3D a try!
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Quixel Megascans

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Those who have used Quixel suite for a long time are used to that inactive, little green button to the right of dDo. But after a very long period of 'imminent release' chatter, that button went bright green in September. It now sends you to the Megascans website: Quixel's latest offering in its series of excellent tools.
Green is a fitting colour for Megascans, as it is a website filled with an incredible amount of biomes, surfaces, 3D scans and atlases – all prepped, scanned, and ready for use in any renderer or engine, and with a fresh content delivery rate somewhere between enthusiastic and insane.
In addition to textures and photogrammetry scans, Megascans also offers the Megascans Bridge. This is your local downloaded content library viewer, complete with editable scripts for plugging your downloads into your renderer or game engine, such as Unity or Unreal.

Megascans Studio is easy and enjoyable to work with, letting you import, layer and blend your surface assets to your heart's content

Then there's Megascans Studio, which is where you bring your content to life. It's easy and enjoyable to work with, letting you import, layer and blend your surface assets to your heart's content. It also enables you to generate complex, multilayered materials using just a few sliders. You can import your surface(s), add solid or liquid layers, and then tweak anything from height to opacity, and blend with the underlying layers.
Finished textures can be exported on a default or custom/per channel basis, ranging from normal SRGB exports to custom gloss-containing normals for CRYENGINE and Lumberyard.
The sky really is the limit when it comes to creative use of Megascans, and shows Quixel has certainly not been resting on its nDo and dDo laurels.

High quality library

In order for the Megascans library to work well, Quixel has had to develop a whole new pipeline for asset scanning and creation. This was no doubt a huge amount of work, and the resulting content is of very high quality.
The Megascans library offers beautifully flat surfaces and atlases for both spec/gloss and metal/rough workflows, as well as super-honed normals and other maps. This goes for the photogrammetry models as well: all models have beautifully flat UVs and seamless textures, and import without a hitch into anything from 3ds Max to Vue.
There aren't many drawbacks, either. The content library could use even better sorting, and needs better import and deletion functionality, and the Bridge UI sometimes hangs. However, considering what you get for your subscription money and the ease and beauty of the tools themselves, these are minor issues.
If you've not jumped on the Megascans bandwagon yet, make an effort to do so. It really is that good.
This article was originally featured in 3D World issue 215
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4 of the best animation showreels to inspire you

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Pixar directing animator Andrew Gordon has seen a few demo reels in his time. When he isn’t working on stunning animations at Pixar, he’s busy sharing industry tips and techniques on his blog, and teaching masterclasses in animation and storytelling (he’s in Rome in May).
Here, Gordon walks through some stand-out demo reels from the last decade, explaining why each one won its creator either an internship or a job…

01. Stefan Schumacher: Demo reel 2010

“This one was done by Stefan Schumacher, who was one of my interns a few years back,” explains Gordon. “All of the scenes are based on a simple rig that has been modified to be a character. Also, he put sets in and, in general, shows really great acting ideas. Especially in the scene at 00:30…”

02. Allison Rutland: 2009 animation demo reel

 

“Another reel that I remember being wonderful was this one from Allison Rutland. It’s a professional reel that showed great potential at the time,” Gordon explains.
“She didn’t have much feature work on her reel, but she did two personal tests that got her a job. The last one on the reel [at 00:50] I think really closed it for her. It’s a great example of believable acting,” he says. Rutland went on to win an Annie for best character animation for her work on 2015 animated film, Inside Out.
You can watch her 2017 animation showreel here.

03. Cesar Tafova: Animation reel 2016

 

“There are many rigs out there – many are attached to schools that ‘give them away’ for free as a marketing tool,” says Gordon. “Just know that when you see the same rig over and over from hundreds and hundreds of students, it’s very hard to separate yourself from the pack.
“This example [at 00:17] shows a good use of changing the scene and character. It has a good hook. It’s the Malclom rig,” he adds. “I see lot of demo reels with this guy. If you’re going to use a rig from a school, come up with a really original design and test.
“Look at the rig as the actor, and you as the director who needs to put him in a costume. Make the scenery and direct the acting to tell a story.”

04: Carlo Vogele: For Sock’s Sake 


“Once you get past the work from schools that teach animation by using stock rigs and running you through animation exercises, the stuff that really stands out is the student films from other schools in the world,” says Gordon. “When you see a film that’s well-crafted, it means a lot. This film by Carlo Vogele was one of those you see and, right off the bat, you say: ‘That’s a great idea – using clothing to animate.”
Don’t fall into the trap of being a shot animator. Try to be a storyteller
“It’s so important to remember to be a film-maker and not just try to do exercises that you think will get you into this or that studio – especially when you’re a student. Now’s your time to make films, because not many people out there are going to give you the money to make a film.”
“I was personally hired out of school on a two-minute Flour Sack test that turned into a little story. I saw another student get an internship based off his Flour Sack film and go on to Pixar, then Disney feature animation,” he continues. “You don’t need complex rigs to get noticed. Just great ideas. Many times it’s the story telling, the entertainment value, what you bring to the work… Don’t fall into the trap of being a shot animator. Try to be a storyteller.”
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Polybrush

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Polybrush is a new, small sculpting tool that lets you sculpt mesh via sketching or drawing with your mouse or tablet. The brainchild of Arseniy Korablev, it lets you create new, use defined, or refined meshes, with a brush containing just one or lots of different elements, each with their own parameters.
Reminiscent of Groboto in its heyday, or Sculptris, the software enables you to quickly sculpt and paint anything from plants to creatures to hands – with some serious kitbashing options thrown in, provided you take the time to set up your object files for brush import and painting.
In addition, it comes with a pretty big set of functionality for such a small tool: As well as the generic 3D sketching tools, you get sculpting, lathing and voxel tools, as well as the kind of simple remesher Sculptris never seems to get around to implementing. Not to mention the big library of ready to use object files which you can incorporate in your sculpts. It even comes with deforming, boning and simple UV tools.
It’s easy to use, too, once you figure out the UI, which could be a lot clearer: settings and pickers are on the left, menu and complex options are on top, and configurable scene items sit on the right, together with sculpting and creation tools.

Creative fun

You then proceed to sculpt, paint or add items to your model. One thing I found a little clunky was having to deal with the plane that comes with the 3D painting brush, but once you get used to it, it’s par for the course, and doesn’t detract much from the fact that Polybrush is a super fun and easy tool to use for tweaking sculpts, generating new ones, or even creating bones. Polybrush is especially good if you’re on a budget (for example, when you can’t afford to use ZBrush).
Of course, it doesn’t sport all the tools of ZBrush, but combined with Sculptris and Blender, this little tool can garner you some very nice results indeed. The one thing I loved about Polybrush 1.1 is how it invites you to explore, create, and simply have fun.
Which is why it’s a pity that it has a few detractions. First of all, be prepared to spend some time figuring it out, as Korablev’s videos are very pretty, but not exactly informative on finer details. It’s also a little unstable on Windows 10/64, and anti-virus software such as Norton keeps deleting it.
But if you’re willing to deal with its quirks, and are looking for that extra, cool little tool for your toolkit, $20 isn’t much for what it can do, plus the fun you’ll have exploring it.

This article was originally published in 3D World magazine issue 215
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