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Creating text and logo elements in Adobe Illustrator

From: CINEMA 4D: Designing a Promo

Video: Creating text and logo elements in Adobe Illustrator

We are now going to create the basic elements that we will need for our cameramatic. And the first of these elements is the text that appears in shot 3, which is what I call the hero shot. And also the logo that appears in the end shot. These are both just basic extrusions of the Adobe Illustrator files. And the process for creating Illustrator files is really straightforward, as long as you follow some simple rules. The first step is that you can only use Adobe Illustrator 8 files. CINEMA 4D has to work with this older file format in order to get the path information into CINEMA 4D.

Creating text and logo elements in Adobe Illustrator

We are now going to create the basic elements that we will need for our cameramatic. And the first of these elements is the text that appears in shot 3, which is what I call the hero shot. And also the logo that appears in the end shot. These are both just basic extrusions of the Adobe Illustrator files. And the process for creating Illustrator files is really straightforward, as long as you follow some simple rules. The first step is that you can only use Adobe Illustrator 8 files. CINEMA 4D has to work with this older file format in order to get the path information into CINEMA 4D.

RGB files are good. CMYK files are bad. CINEMA 4D cannot open a CMYK file, so you have to work in RGB color space. You can only use open or closed paths. No fill or stroke information or gradients for that matter will get translated into CINEMA 4D. Only open or closed paths. No fill, or stroke information, or styles. The last rule is that CINEMA 4D uses the Adobe Illustrator ruler for placement. We want to make sure that our files come in to CINEMA 4D at the center of the world and the normal placement for the Adobe Illustrator ruler is in one of the corners. In the earlier versions of CS, it was in the bottom left corner and in CS5 it's in the upper left corner.

We want to make sure that our Illustrator ruler is in the center of the page. So as long as we follow these four basic rules we will get a really consistent result when we move between CINEMA 4D and Illustrator. Let's start this process by creating the type elements for CINEMA 4D. I am going to open the sharkzone_ Type Adobe Illustrator file inside of Adobe Illustrator CS5. And what I have is the words shark and zone that I have typed out using the Impact font. And I turn those fonts into outlines and then shaped them up a little bit so that the shark and zone create a nice little block here that will really look good when we place it on the floor of our scene inside of CINEMA 4D.

If we go back to our rules we want to make sure that CINEMA 4D uses the ruler. I've already created this document in a RGB color space, you can tell that. And I've converted my fonts to outlines. I want to have my Shark Zone at the exact center of the page with a ruler that's centered on their shapes. So the easiest way to do that is to copy this type to the clipboard. I am going to use Command+C to copy it to the clipboard. And I am going to make a new document. Now I always like to make my documents the same size as the finished rendering size inside of CINEMA 4D.

So I'll make this 640 points by 360 points. And there is no reason for that except for continuity. I like to make sure all of my Illustrator files come into the same size when I bring them from Illustrator into CINEMA 4D. And so by creating my type elements at the same size as my finished rendering it makes things consistently the same size. I made a mistake and created this as a CMYK so I need to go back and change that. Let's go to the File menu and go to the Document Color Mode and change that to RGB Color.

That's very important to do. So always make sure that this is RGB right here at the top of the window. Now I'll paste down that element that I copied from the other page and now it's much larger than that screen. So let's back out just a bit and then use the transform handles to scale this down. And then Command+0, which is under the View menu, and it frames the entire image into the window. Now one of the great things about Illustrator is that it's very consistent in its behavior. And that I can use that behavior to my advantage.

What I want to do is have the Shark Zone centered exactly on the page and no matter where I place this I always want to make sure that it comes back to the center of the page. I'm going to enlarge this type a little bit and then cut it to the clipboard, Command+X, and then frame up the window again using the Command+0. Then when I paste this down, Illustrator automatically pastes things down in the center of the open view. So if I go Command+V now I know that my Shark Zone is centered up exactly in the page because I centered my page in the view.

Now I can reveal the ruler, Command+R on the keyboard or Ctrl+R, and I can drag that Ruler Reset tool out and center those crosshairs right on the type, using the transform handles as a guide. Now that I have the rulers centered up and you can see that I have a 0 here and a 0 here on the top and left sides, I know my Shark Zone type will come up correctly in the CINEMA 4D. Let's go to the File menu now and save this in the correct format. I am going to go to File > Save As and in my Chapter 3 folder I have an AI-For-C4D folder.

Now that has my prepared files in it already. Let's make a new subfolder in here and call it lesson_ai_4c4d. And let's call this one sharkzone.ai. Remembers CINEMA 4D can only use an Illustrator 8 file. When I hit Save I am going to be presented with the secondary window here that asks me which version I would like to save it as. Now I am going to save it all the way down as Illustrator 8 and then hit OK. Now you get a message here warning you about the older document type.

And you can go ahead and hit OK and just ignore that, because this file format has everything we need in it. So that's it for the Shark Zone type. I can close that up and I close up the Shark Zone. Now I can go to the actual Adventure Channel logo. And let's open the Adventure Channel logo in Adobe Illustrator. And it's a very simple shape and if I copy that to the clipboard, Command+C. Let's make another new document. This time I'll twirl open the Advanced and I make sure that I change the Color Mode RGB right here.

And double check my size. 640 x 360, which is just right, hit OK and then paste that down, Command+V. Now it's too big so we need to do the same thing, scale it down. And then center up the page. Command+ 0. cut that to the clipboard. and paste it down one more time. Now I know it's exactly in the center of the page. And if I bring up the rulers. Command+R. and then reset that crosshair so that it's centered up right on the transform handles. And I can let go.

Now I can save this, File > Save As, and in the lesson_ai_4c4d I'll change that to be aclogo.ai. And then make sure that it is in fact an Illustrator 8 file. There we go. And hit OK on that warning. So that's it for the type and logo elements. Let's move over to CINEMA 4D and get those things imported. Now that we have the properly prepared Adobe Illustrator files, it's going to be really easy to import these into CINEMA 4D.

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This video is part of

Image for CINEMA 4D: Designing a Promo
CINEMA 4D: Designing a Promo

70 video lessons · 13678 viewers

Rob Garrott
Author

 
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  1. 5m 8s
    1. Welcome
      1m 7s
    2. Using the exercise files
      1m 24s
    3. Overview of the project template
      2m 37s
  2. 11m 12s
    1. Creative brief
      1m 57s
    2. Sketches and script
      3m 8s
    3. Understanding the graphic animation process
      6m 7s
  3. 25m 5s
    1. Understanding the animatic process
      2m 15s
    2. Importing sketches into After Effects
      6m 20s
    3. Timing out the animation
      10m 4s
    4. Adding onscreen timecode for reference
      6m 26s
  4. 40m 2s
    1. Creating text and logo elements in Adobe Illustrator
      6m 44s
    2. Importing Illustrator elements into Cinema 4D
      8m 24s
    3. Creating guide planes for modeling a rough shark
      6m 13s
    4. Creating a rough shark model
      12m 14s
    5. Preparing a dummy rig using a Spline Wrap object
      6m 27s
  5. 53m 17s
    1. Setting up a project file for the cameramatic
      6m 15s
    2. Animating the rough shark using the Spline Wrap object
      5m 14s
    3. Animating the camera
      6m 8s
    4. Duplicating an animated rough model to create a school of sharks
      11m 4s
    5. Creating a preview movie and importing it into After Effects
      5m 45s
    6. Assembling the cameramatic
      8m 34s
    7. Fine-tuning the cameramatic timing
      10m 17s
  6. 1h 9m
    1. Preparing for the modeling process
      6m 7s
    2. Outlining the shapes using the Knife tool
      9m 50s
    3. Creating the mouth using the Extrude tool
      10m 40s
    4. Adding eyes using the Symmetry object
      9m 57s
    5. Creating fins using the Extrude tool
      7m 11s
    6. Creating the tail and dorsal fins using the Extrude tool
      10m 38s
    7. Creating gums using the Symmetry object
      6m 45s
    8. Creating teeth and finalizing the model
      8m 6s
  7. 15m 5s
    1. Understanding the rigging process
      2m 0s
    2. Opening the shark mouth using the Morph tag
      5m 9s
    3. Using XPresso to link the jaw to the Morph animation
      7m 56s
  8. 33m 25s
    1. Using BodyPaint to prepare the model for texturing
      8m 22s
    2. Applying color to the shark using BodyPaint
      6m 45s
    3. Giving the shark character by painting in the diffusion channel
      5m 29s
    4. Roughing the surface using the bump channel
      4m 34s
    5. Texturing the eyes
      3m 51s
    6. Texturing the teeth and gums
      4m 24s
  9. 21m 24s
    1. Replacing the rough shark model in the intro shot with the finished model
      6m 47s
    2. Replacing the rough shark model in the transition shot
      3m 43s
    3. Replacing the rough shark model in the hero shot
      4m 28s
    4. Replacing the rough shark model in the end page shot
      3m 42s
    5. Updating the cameramatic with the final animation
      2m 44s
  10. 50m 27s
    1. Creating an underwater look using Global Illumination and atmosphere
      9m 47s
    2. Lighting the objects and creating shadows
      6m 54s
    3. Shading the text using materials
      6m 28s
    4. Creating a reflective floor for the underwater scene
      3m 58s
    5. Lighting shot 1: Copying and pasting a lighting setup from another project
      5m 49s
    6. Lighting shot 2: Pasting a lighting setup and making adjustments
      3m 57s
    7. Lighting shot 4: Separate elements in a shot (the shark)
      3m 13s
    8. Lighting shot 4: Separate elements in a shot (the text)
      10m 21s
  11. 22m 7s
    1. Preparing shot 1 for rendering to After Effects
      6m 20s
    2. Preparing shot 2 for rendering by saving and using render presets
      4m 45s
    3. Preparing shot 3 for rendering
      2m 37s
    4. Setting up shot 4 to render in two passes
      4m 4s
    5. Performing a preflight check to ensure clips are ready to render
      2m 9s
    6. Batch-rendering
      2m 12s
  12. 1h 13m
    1. Importing assets and setting up the After Effects project for final compositing
      6m 5s
    2. The intro shot: Using Photoshop elements and noise effects to add atmosphere
      8m 38s
    3. The intro shot: Compositing in stock video footage to add character
      4m 51s
    4. The intro shot: Adding text elements to the composite
      8m 32s
    5. The hero shot: Controlling the look using precomps
      7m 59s
    6. The hero shot: Using stock video footage to add character
      7m 19s
    7. The end page shot: Combining multiple passes to form a final composite shot
      2m 41s
    8. The end page shot: Adding text elements to the composite
      7m 44s
    9. Compositing the transition shots
      3m 47s
    10. Assembling the final composition
      9m 2s
    11. Adding the final audio to the composition and rendering
      7m 10s
  13. 21s
    1. Goodbye
      21s

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