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Helloluxx - learn. Idents for Cinema4D: TV



Helloluxx - learn. Idents for Cinema4D: TV
Helloluxx - learn. Idents for Cinema4D: TV | 3.1 GB

Totalling over FIVE hours of intensive training, in this 11 part series you will build an ident from scratch using Cinema4D and After Effects. Tim Clapham directs you through each and every step from concept to completion.
The series will guide you through the process of dissecting and calibrating a camera from a photograph. We model some simple letters and then rig and weight them so they are suitable for animated cloth simulation.

Of course, no ID is complete without shaders, lighting and rendering. We create a complex material using multiple shaders whilst adding and finessing the lighting for the scene.

Rendering is an integral part of any project, but optimising your scene before hitting go is an essential part of the process. We examine various ways of fine tuning our settings to reduce render time without compromising on quality.

For the final chapter in Cinema 4D we configure our multipass render settings to assure we have accurate colour management using linear workflow throughout the project which ensures our renders will translate into After Effects without issues.

Before jumping into After Effects with our pre-rendered passes, we examine the AE – Maxon Cineware feature. Cineware allows us to open our C4D file directly in AE. Tim discusses the suitability of using Cineware, discussing the advantages and disadvantages of this approach.

Finally we bring our render passes in to After Effects, using native effects (no third party effects) we grade and colour correct the various passes. Using mattes to isolate elements and depth effects from our multipass renders.

The series is broken into logical sections so you can follow along as and when you have time. To see the final result of the tutorial please check out the teaser.

Part 01: Introduction and preparing the photograph (29 mins)
Choosing the right photograph
Shooting for HDRI
Disassembling the photograph in Photoshop

Part 02: Calibrating the photo in Cinema4D (22 mins)
Preparing the Cinema4D scene parameters
Working with Linear Workflow
Calibrate the Photograph in Cinema4D
Using the Camera Calibration Tag
Drawing lines for calibration

Part 03: Building geometry for camera mapping (30 mins)
Automatically creating Camera Mapping Tags
Adding geometry to match elements in the photo

Part 04: Modelling the Text (21 mins)
Creating geometry from Illustrator artwork
Defining edges
Subdivide for cloth topology
Building the Cloth Framework
Belting Cloth, adding thickness and sub-divisions
Modelling a Control Cage

Part 05: Rigging the framework and cloth (52 mins)
Create joints chain with joint tool
Binding the bones to the mesh
Painting weights, using the weight manager and weight tool
Deforming Cloth Framework with Mesh Deformer
Adding and linking user data with Xpresso

Part 06: Animating the Rig (53 mins)
Testing the rig
Animating the joints
Animating the cloth parameters
Using particle forces with cloth

Part 07: Cameras and initial lighting (23 mins)
Adding cameras
Using the Motion Camera Tag
Using the stage object to test edit
First lighting pass

Part 08: Light and Shaders (40 mins)
Working with a Light Dome for ambient light
Adding a key light
Matching the background plate
Adding fill light
Basic UV mapping
Creating the material
Noise
Colouriser
Filter
Sub-Surface Scattering
Layer Shader
Fresnel
Illumination Modes

Part 09: Rendering (20 mins)
Using Compositing Tags
Configure cameras for depth pass
Using Parent / Child Render Settings
Configuring Multipass
Testing the multipass settings
Test renders
Optimising for faster rendering

Part 10 : Cineware (10 mins)
Brief overview of Cineware
Pro’s and cons of this approach

Part 11: Compositing in After Effects (51 mins)
Import an AEC file from C4D to AE
Organise the project window
Configure Project Settings for colour management
Check interpretation of imported renders
Grade individual passes
Using object buffers to isolate elements
Adding depth of field
Alternative uses of depth pass
Creating adjustment layers from object buffers
Adding Light Leaks and flares

Total Running Time : 5 hours 20 minutes
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