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Cinema 4D Everything Vol.1&Vol.2;&Vol.3;

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cmiVFX has released their first video of the brand new Maxon C4D R14 "Comprehensive" series. This volume ONE of THREE lays the foundation for CG creation within Cinema C4d. If you are an abject beginner to all things 'computer graphics' or if you are merely migrating to C4D, then this lesson is for you. Even the most seasoned C4D user will discover aspects to this deep application he / she did not know existed. You cannot begin to explore the power of C4D until you understand its interface. Further Pavel Zoch, PhD reveals undocumented features that make all the difference. This volume begins the process of creating a photorealistic wooden child's bicycle. As the viewer progresses through these three volumes Pavel teaches the tool, then creates a part of the bike. Have you ever wondered what is the crucial difference between a good CG creation and a perfect photo real CG creation? Pavel Zoch lays the ground work in this lesson. He knows the secret and is willing to teach you. A true master of Maxon Cinema 4D offers to you the advantage of his hard earned knowledge within this powerful application. You will not find a more throughly detailed reveal of Maxon C4D any where else Chapter Descriptions Volume 3: While the hero of this series is a delightful Early Rider wooden child's bicycle, this is not the point of the teaching here. The overriding thrust of this series is to take an abject beginner in 3d all the way to production quality readiness within Maxon Cinema 4D. Volume three covers the most common modeling pipeline in production. Box modeling and point-to-point modeling are a staple of studios around the world. BUT WAIT, THERE'S MORE! Rapidgator http://rapidgator.net/file/13e5955fefb8cb5de7d8669a2c9d6934/Cinema4DEverythingVol1&2&3.part01.rar.html Letitbit http://cash-duck.com/AF_TA/rel/index.cfm?RST=UNF&TAD;=429583&dl;=am/download/46300.4c9cc4d03107b385a77d6a4b2ec3/Cinema4DEverythingVol1_2_3.part06.rar.html
Volume 1:
Introduction
This invitation and introduction shows the main topic of the whole series as well as the content forthcoming for volume one.
C4D Layout Basics
CINEMA 4D layout and it's adjusting. The part shows how to set a graphic tablet, connect orthographic views, set units, color tables. The most important part of the video is the camera navigation.
C4D Interface
Main managers of CINEMA 4D. Object manager (OM functionality, objects dots, cameras switching, a hierarchy, tags – special properties added to our objects, more OM windows and much more), Attributes manager and its functionality (AM is the place where we can adjust objects, parameters and tools), Materials manager (a dock of all materials used in our project) Coordinations manager, Structure manager, Content browser, Layers manager and much more.
Palettes
Main two palettes of the standard layout of CINEMA 4D. Cold and Warm icons – objects and tools/ modes /commands. Base parametric objects manipulation, how parametric objects work and their using (subdivision, rounding, slices, caps etc). How to use a hierarchy or groups.
Elements and Objects
Main object elements and their using: Axis, points, polygons and edges. Objects construction, points and polygons.
Normals, Quads and Triangles
Polygons normals. How polygons normals works, their using examples). Differences between quad and triangle polygons.
Shortcuts and Hotkeys
Modeling effectivity, how to select a tool by very fast way, context menus (in different modes), "V" key as a gate for many important tools, main modeling sequence, Selection tools using (Selection tool always stops a currently modeling tool). Objects axis using, Move, Rotate and Scale tools. Quantize settings and using modeling axis settings.
A Perfect Object
What is the best subdivision level of your objects? The key for fast visualization is the Phong shading function. What makes a perfect object? Nice small rounding on the edge! The primary guideline and technique is outlined here.
Splines
This part shows how to use splines, adjust control points, change point order, other point tools and settings. This part demonstrates all splines types (Bezier, Linear, B-spline, Akima, Cubic). The end of the part shows a relationship between B-splines functionality and HyperNRUBS object functionality.
Goldie Locks
Intermediate points settings and their impact to the topology of generated objects and animations.
Extrude NURBS
Extrude NURBS object and its settings. The part shows how to set these objects and their caps correctly for animations and deformations as well. Rounding of "NURBS" objects and weaknesses of the rounding settings. Hidden selection tags and their use.
Lathe NURBS
Lathe NURBS object description and the first object that belongs to the main topic of the tutorial – The screw. The Lath NURBS is the function that makes that object in few seconds. Sweep NURBS object description and the use of splines in it.
Loft NURBS
The Loft NURBS object: Its use, settings and the bolt-head object tutorial.
Hyper-NUBRBS
This chapter focuses on the all important HyperNUBRBS object. All settings here are addressed in detail. HyperNURBS weight settings use on triangles/quads polygons.
Beginning The Wheel
Finally we begin modeling the front wheel (of the main topic of the tutorial). Facilitating this more advanced use of the above outlined topics is presented via: bluenprint pictures placing to the orthographic views, proxy helpers (parametric objects) and Display tag settings, wheel rim and HUB modeling (LatheNURBS).
Modeling With Generators
The complex job of modeling the front wheel spokes. Tools used here are: ExtrudeNURBS, LoftNUBS, Align to spline tag, Array object and Instances. This complex object is created by generators only.
Bring It Home
Modeling the wheel Hub axis ("box" modeling based on the cylinder object). This final chapter combines are assets created during the course of the lesson and includes the use of every tool described hereto.
Conclusion and outtro.
About Pavel Zoch, Ph.D.
Pavel Zoch (ing. Ph.D.) is a Czech independent artist and Maxon CINEMA 4D generalist that has been working CINEMA 4D help desk (for Czech and Slovak republics) and freelance for more than 10 years. Pavel has written many hundreds of articles on CINEMA 4D, hundreds hours of video tutorials and made a czech version of the CINEMA 4D. You can know Pavel's work from the official Maxon brochures and others Maxon PR stuff.
Volume 2:
Introduction
It shows the main topic of the tutorial and there is a short summary of vol. 1 as well. (00:05:05)
Using Deformers
CINEMA 4D offers many really complex modifier objects and deformers. They can change the surface without its structure changing. All these deformers are animatable and we can always mix more deformers together. The second part of the lesson contains pretty interesting example of using simple deformers. (The auger object) 00:14:16
Deformers Extended
Deformers can be split into two groups. The first one contains deformers that use a bounding box. The main object is usually deformed inside the box (it can use up to three modes). The second group contains many various deformers with specific settings and the lesson demonstrates few of them. For example the wind deformer, Spline wrap, Spheriphy, Displacer, Camera, Collision, ExplosionFX, Mesh, Surface and Correction. The lesson shows other very important techniques and technologies as well like Vertex maps and Restriction tags. The lesson shows several very interesting examples of deformers using. (00:21:14)
Tire Object Start
Advanced deformers use (first part). Deformers, generators and suitable workflow can generate very complex objects; like the bike tire for example. In this example you will see that you can prepare the simple mesh ONLY and almost everything else will be generated automatically. We will only prepare a 1/128 of the object and the state of the main pattern will be planar and very simple. (00:18:23)
Tire Extended
Advanced deformers use (second part finishing). The main pattern is mirrored by Symmetry object and the full length is generated by MoGraph Cloner object (there is showed an other way for users who don?t use the Broadcast/or Studio package as well). The Connect object connects all generated parts together and the deformer places into the tire shape. Object is fine tuned by standard polygon modeling and it is based on the selection tags technology. (00:14:09)
The Wheel Conclusion
The tire valve is prepared in this part by standard polygonal modeling and the tire object is improved by other parametric objects and generators (00:19:59)
Blueprints
The common blueprint picture system in CINEMA 4D is robust. The lessons shows how to set the blueprint picture with many views directly in CINEMA 4D viewport, how to adjust the camera, objects settings, material settings and much more. (00:13:30)
The Bike Seat holder Object
The lesson demonstrates a bit more complicated planar modeling techniques (with openings etc) and settings based on Extrude NURBS object, splines and their subdivisions. We will use several new CINEMA 4D R14 features as well like Guides, improved planar work planes and much more. (00:24:50)
The Main Seat Plywood Object
The main state of the object is generated by ExtrudeNURBS object again, but the final state of the object is much more complicated and a deformer will solve the task again. (00:14:16)
Projection Modeling
Are you still missing something? In this case you can use an other important feature of CINEMA 4D – the complexity of the application. We can combine many techniques. CINEMA 4D, for example, does not have a specific tool to project an object to other surface. But there is a tool for the spline. We will use the specific spline tool for a polygonal object and we will connect these two different objects by XPresso – node based system of CINEMA 4D. (00:09:46)
General Construction Practices
The previous lesson demonstrate the common projection system that we will use, but we must prepare an object that will be projected first. This object must be prepared very cleverly, because we need to adjust it more later. The lesson shows how to prepare the main side of tech bike construction, the object suitable for the projection and suitable for handily fine tuning (and UV mesh) as well. (00:17:11)
Fine Tuning Thicknesses
Object projection, thickness, connecting and fine tuning of the side. The original object is made from the plywood. The edge of the object has a rounding. Openings for screws are soft as well and other details make the object really life-like. In case the object is prepared well, we will be still able to finish the look of the projected mesh and get an absolutely perfect result. (00:16:58)
Summing Up
The last generated object of the bike construction is made in this lesson. It uses the spline, generator and other deformers as well, because the object must be restricted in one direction in according to other parts of the bike. We will complete all parts of the bike we have prepared already and show all ways we can use. The easiest Copy/Paste way, The Merge command and the most powerful system – an Xref object.
Conclusion, outro of the EVERYTHING VOLUME TWO CMCT. (00:19:14)
About Pavel Zoch, Ph.D.
Pavel Zoch (ing. Ph.D.) is a Czech independent artist and Maxon CINEMA 4D generalist that has been working CINEMA 4D help desk (for Czech and Slovak republics) and freelance for more than 10 years. Pavel has written many hundreds of articles on CINEMA 4D, hundreds hours of video tutorials and made a czech version of the CINEMA 4D. You can know Pavel's work from the official Maxon brochures and others Maxon PR stuff.
cmiVFX has released their THIRD video of the C4D EVERYTHING series. Welcome to the final volume of the "C4D EVERYTHING" series. Pavel Zoch herein offers even more methods of modeling and then proceeds deep into UV mesh editing. Then with the help of Arroway Textures he textures, lights and renders the final product.
The modeling portions of volume 2 and 3 have a running theme, "Model with UV's in mind". Whatever modeling technique is taught, each is tweaked to be optimal for the eventuality of UV mesh creation. The larger portion of this lesson aims at UV mesh editing. No matter how good a modeler you are, if you cannot manipulate the UV's correctly then your texture maps will never look as good as they could. This is NOT a primer on UV's, but rather a full, deep course. The hero provides the opportunity to teach the solutions to the majority of UV tribulations. The instruction offered in this single volume will enable the viewer to handle the majority of production tasks.
Introduction
Find out how important the upcoming information is in regards to finalizing all of your models.
Polygonal Modeling
This chapter demonstrates two modeling techniques: box modeling and point-to-point / polygon-to-polygon modeling. Both methods are demonstrated on the chapter and the box modeling way is used for the leather seat object. We will start with the simplest object we have. With the Polygon (parametric) object. We will convert the object, adjust the subdivision and apply a deformer that will generate the 3D shape of the main object.
Complex Fine Details
We will model all details, seams between all leather parts. We will prepare all fine details of the object and use an other one object for the complex object adjusting. CINEMA 4D offers us many ways how to adjust many complex shapes and the Mesh deformer is one of them. The very simple object can control other very complex object.
Using Animation To Model
Sometimes can be really very effective to use animation features for modeling, because they can mix many modeling shapes together and adjust the object without destructive changes. It?s really very important. The Pose Morph tag is one of them.
N-Gons To Quads
The Point to point/polygon to polygon modeling way can be used for a pretty complex objects as well. We will use the way for the front fork modeling. We will use the border – edges for the extrusion and prepare a thickness of the object and we can delete the first N-Gon.
HandleBars
The handlebar object has really very similar construction as the front fork, but we will use abs. different way how to do it. We will use the spline and an Extrude NURBS for the main object and standard modeling tools and commands for the thickness and so on...
Boxes With Morphs
The first will be the pretty important detail on the handle bar – a space for the bolt-head and we will use the well know way for that – spline projection and movement/snapping for the model points placing. The second topic of the chapter is the grip and it?s really nice example of the box modeling. We can use for the fine touching the Morph tag again and prepare really last objects that still left.
UV Editing
The UV mesh topic is on the edge. Between modeling and texturing and painting. But it?s a bit closer to the modeling, because we will still use the same selection tools, conversions, movement, scaling, rotations and so on. In case we understand to the modeling, we will understand to the UV mesh very fast.
BodyPaint UV Fundamentals
CINEMA 4D has a special layout for the UV mesh editing named BodyPaint 3D UV layout. The layout is a bit different, the main menu of the application different (we can change it of course), there are different tools, views, modes. The chapter demonstrates all main parts of the layout and demonstrate the UV mesh preparing on the very simple object – the handle/grip of the bike.
UV Fundamentals
The second part of the chapter shows all main tools and techniques of the UV mesh editing and UV Mapping manager. It shows for example: Magnet, Live selection tool (UV) soft selection mode for the UV mesh, Snapping, Relaxing, Reeling, Content menu of the Texture view, Selection tools, UV commands (of the UV mapping manager) etc.
Bread And Butter UV's
The chapter can be named: Path selection/Fill selection/Front projection/Relaxing/Reeling. These five steps can prepare 90% of the stuff. The workflow is updated sometimes with other tools like Transform tab in UV mapping manager, but the main system is pretty simple.
Complex UV's - Tire
The tire is a crucial object of the wheel. The object is pretty complicated and has many polygons and we want to get really nice and not distorted UV mesh suitable for the painting (in the future, for example). The workflow of the chapter is a bit more complicated. We will use the parametric projection for the base UV mesh and we will split the generated island to three main parts. Sides of the tire and the upper part. The sides will be adjusted independently but without scaling in horizontal direction. It will fix the crucial scale of these islands and we will be able to connect them back to the main island.
Complex UVs - Curves
Just imagine not straight object, like the handlebar. And we need the really straight UV mesh because the object has been made from the plywood. In case we will split a part of the object we can use the UV Terrace command by very effective way that will solve the pretty complicated task. Relaxing, point selections and Transform tab will finish the job.
Fork
Really the same way as has been showed on the previous chapter. The front fork is the topic of the chapter.
Advantages Of NURBs
Main plywood parts of the bike still left and they are prepared in this chapter. The chapter shows the UV mesh of the whole seat construction and the way is still the same. Selection/frontal projection/Relaxing/Realign. Sometimes will be the work really very fast, because the modeling way we have used in the past generated pretty usable UV mesh. It?s the main advantage of the NURBS objects using.
Modeling Specifically For UV's
The edge can be pretty complicated and relaxing does not help us; the result is to deformed.we can go back, prepare really the same copy, with the same points position of this one part, the copy with really perfect UV mesh because the mesh is generated by used NURBS object and than we can combine this one object with the parent object. The result is perfect and prepared in several minutes. Without an effort...
Symmetry UV's
The last part of the UV mesh preparation. We will convert the main Symmetry object of the bike redistribute all UV islands of the UV mesh. We will adjust all islands of all object that will use the same wood sample to the right rotation and scale. The reason is really very simple. The texturing will be very fast and we will copy Texture tags only.
Lighting, Materials And Shaders
Here we begin to create the materials for this project. Careful UV creation makes this process a simple task. Arroway Textures has provided the birch texture maps that make this model look so amazing.
Rendering And Outtro
Finalizing the materials by demonstrating 'mix' features of c4d. Here the subtle details are established that denote the materials at a glance.
About Pavel Zoch, Ph.D.
Pavel Zoch (ing. Ph.D.) is a Czech independent artist and Maxon CINEMA 4D generalist that has been working CINEMA 4D help desk (for Czech and Slovak republics) and freelance for more than 10 years. Pavel has written many hundreds of articles on CINEMA 4D, hundreds hours of video tutorials and made a czech version of the CINEMA 4D. You can know Pavel's work from the official Maxon brochures and others Maxon PR stuff.
Project Contents
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