New tutorial covering Cinema’s 4D Knife Tool! :)
Using very simple settings and some gradient materials you can get some nice sexy vector-like look from Cinema 4D saving time and getting some unique looks.
Many of young Maxon Cinema 4D users at one point struggle how to get an alpha channel for postproduction (e.g. for Photoshop or After Effect) and we all at one point go and setup one in Render Settings – the basic one. There is (as always) a second way to export your scene Alpha Channel which I call – Advanced Alpha Channel.
Hello friends! Welcome to the first video tutorial for ArtisNavi and first one I’ve ever did. (so I hope you guys forgive me any weird stuff). I will take you guys through the same steps you get in the text version, but also will give few more times about general use of functions in Maxon Cinema 4D and what they do.
We’ll have a look on how to use Black&White adjustment layer to rework light on stock image plus some general tips on postproduction.
This time around we’ll have a look at how to start getting nice and “realistic” reflections in rounded objects (but not only rounded) based on internal simple light reflection. You guys can use it for buttons, badges or (like i do) for painting reflections into water drops and tears and stuff like this, all up to you.
In the second part of the Nature tutorial we’ll focus on preparing the model for the Ivy Generator (link on the bottom), we’ll see how to set up some ivy and export it back to Cinema 4D, plus we have a look on a setup for branches and leaves, some materials and basic light with floor. We’ll leave the lighting for third part as I didn’t wanna torture guys with too much stuff for too long. This is the second part of the tutorial, but even if you haven’t watch (you can always do it now) the first one you still can use lots of tips from this one so make sure to watch it.
Just a quick word before we start about my setup. I’m using Maxon Cinema 4D R12 – but most of the solutions will work with R9/10 and higher. My computer is using 8GB of ram and QuadCore cpu so if you fell that your project is a bit laggy – try to use less polygons (we’ll chat about this later) and should be fine. The screenshots are produced in 2560×1600 resolution, but I did rescale them to 1280x780px as for some reason WordPress has an issue with the thumbnail generation for original images. (Gregory will try to fix it). Some screenshots have different font/look on them and these are basically mixture of the experiment and proper tutorial screenshots. This is the first part which will cover the type effect and general step-by-step how to get from a font look into the pebbles look. In next few weeks we’ll go through the rendering and material setup, Adobe Photoshop post-production and for the final part – a bit of brainstorming and working around creative blockade. Let’s go!