Simply put, you have to crawl before you walk, walk before you run, then run before you fly. This series starts off with the core usage of C4D by breaking it down in a clean and concise manor for all artist skill levels. Ranging through User Interface, Point Snapping, General Tools and the Layer Manager, this video covers many of the crucial elements needed for all purpose usage. When it comes to high end visual effect training, there is only one choice, cmiVFX.com.
Probably one of the areas that many intermediate users skip are the basic fundamentals. There are always those little things that could save you so much time that is often skipped due to time constraints during learning software. Well, now you have no excuse to go back and pick up some of those lost gems with this volume 1 in the series.
Starting from the top of the tool manager, we will explore the fundamental tools of the C4D interface.This general overview includes: selection, transform, last 10 tools, objects, render settings, parametric and freehand splines, NURBs objects, modeling objects, deformers, environment, camera, and lights. Finally, we get into customizing managers and commands, and developing your own palettes and layout.
We will learn to move objects in a precise manner through both 2D and 3D spaces using snaps. Learn more about spline snaps, quantilizing, and a basic intro to guides.
We will go in-depth on various fundamental tools including the guide tool, measure & construction tool, annotation tool, and doodle tool. This chapter concludes with customizing work planes.
This chapter starts with a highly complex scene and reviews how to set up custom commands and to assign materials and objects to layers in order to simplify and organize the scene.
After studying film and sculpture at the San Francisco Art Institute, Greg Kulz began working full-time as an artist in the SF Bay Area. Always interested in experimenting with new techniques and methods, Greg turned to 3D motion graphics as his new medium in 2001. Since that time, he has worked on such projects as the Team America and WWE video games, Ironman, various short films and a number of product modeling contracts for corporate clients including Sony, Panasonic and Frito-Lay. Greg's first love remains character creation, but he also enjoys working with motion graphics, texturing, and modeling.
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