- Here we are inside of Cinema 4D, and I'm sure everybody is so excited, can't wait to jump in and start making some cool stuff, but before we do that I just wanted to take a few minutes, and discuss with the you the entire 3D workflow, or where 3D fits into the pipeline in a typical project, so I thought the best way to show you that would be an Oreo cookie. And the way I think about 3D, or where I think it fits into the pipeline, is kind of wedged between a world of 2D.
Alright, so 2D being the top cookie, 2D being the bottom and 3D kind of being the double stuffed center. Typically, all projects will start in some sort of 2D world. It could be a design that could be sketched out on a napkin in a meeting, it could be illustrations, it could be a client supplied logo, vector art. Often it will even come from editorial or live action where they need some sort of 3D built into to fit into that world. But everything typically starts in a 2D place, right? And if you're new to Cinema 4D or new to 3D, you're probably coming from a 2D after-effects world or a 2D illustrator world, and perhaps you're coming into 3D because you want to add some depth and some dimension to your design, so once we get out of that world we move on into the 3D space.
Whether it's a 3D application, or you're trying to even fake 3D in the 2D world, with some shading or things like that, typically move from 2D to 3D. When you're inside a 3D application such as Cinema 4D, that's when you'll start modeling, you'll start texturing, lighting, animating your scene, possibly working with some simulations, with some particle simulations, ultimately rendering that information. When you render that information, you're taking the 3D data from screen, and rendering it back to a 2D space, right? So you're rendering it back into either an image sequence, or ultimately a video.
It will then pass back into the bottom cookie or the bottom layer, which is now you're back into a 2D world, and what are you going to do with that 2D information? Where you can composite things together, so you can composite all your different layers and you have in elements, you can put some color correction on things, which is essentially the overall sweetening. Think about it like a cake, the top two layers are when you're baking the cake, but you're never really going to serve a cake directly out of the oven. You know you normally have to put the icing on it, and sprinkles on the birthday cake, all that kind of stuff before you serve it to your guests, right? So this is kind of the same thing.
Before you serve it to the client, ultimately it is going to have to go through the sort of sweetening or finishing process. I hope this graphic and this discussion kind of helps you visualize and think about where 3D should fit into your workflow. I would strongly advise you to not just jump right into the 3D and think that you're going to solve your design challenges and your design problems inside of the 3D application. Don't let the software dictate how you are creating and what you are creating. If you have an idea, if you have clear vision of where you're going, you'll get there a heck of a lot faster, so with that said, let's jump in and start making some stuff.
CINEMA 4D (aka C4D) is a vital tool for anyone considering a career in motion graphics, visual effects, or animation. Whether you're just starting out or migrating to C4D from another program, CINEMA 4D R17 Essential Training has you covered. Craig Whitaker explores some of the new features in R17—the version released in August 2015—and segues into a quick-start chapter that reviews the entire CINEMA 4D workflow in just eight steps. The rest of the course divides CINEMA 4D's core functionality into individual chapters on spline modeling, polygonal modeling, deformers, materials and shaders, lighting, the MoGraph toolbox, animation, and rendering. Craig also shows how to composite your C4D work with live-action footage and other effects in After Effects, using the AEC or CINEWARE workflow. By the end of the course, you should be comfortable working with all of C4D's powerful tools.
- What's new in R17?
- Using the Take System for versioning and compositing
- Navigating the C4D interface
- Modeling splines
- Building 3D models from polygons
- Using deformers to bend, twist, and warp models
- Adding surface detail with materials and shaders
- Working with 3D lighting
- Using the MoGraph tools
- Animating in CINEMA 4D
- Rendering your models and animations
- Compositing C4D models in After Effects
Skill Level Beginner
1. What's Different in R17 vs. R16?
2. Getting Started (Quick Start)
3. Spline Modeling
4. Polygonal Modeling
6. Materials and Shaders
7. Using Lights
8. Using MoGraph
11. Compositing in After Effects
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