Expanded

Broadcast Modeling Tips in CINEMA 4D

CINEMA 4D is a terrific application for creating broadcast elements and incorporates well with After Effects. Software required: CINEMA 4D R15.
Course info
Level
Intermediate
Updated
Jun 19, 2014
Duration
1h 14m
Table of contents
Description
Course info
Level
Intermediate
Updated
Jun 19, 2014
Duration
1h 14m
Your 10-day individual free trial includes:

Expanded library

This course and over 7,000+ additional courses from our full course library.

Hands-on library

Practice and apply knowledge faster in real-world scenarios with projects and interactive courses.
*Available on Premium only
Description

CINEMA 4D is a terrific application for creating broadcast elements and incorporates well with After Effects. Motion Graphics artists are able to create many elements on their own and use those in their projects. When those assets require a little more time and attention in their modeling though, issues can pop up from time to time. In this tutorial, we'll look at some issues encountered by users as they begin to create and modify broadcast assets. The course is really for those not as familiar with modeling in CINEMA 4D and just need to make sure their assets work. We'll talk about making sure our geometry is welded together after converting from generated geometry. We'll cover methods of combining splines and creating branching splines using L-systems. We'll also clean up boolean geometry, work with pivots, and use the Brush Tool to modify an object's shape. By the end of this training you'll know a bit more about dealing the polygon geometry when creating assets for your next broadcast piece. Software required: CINEMA 4D R15.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

More from the author
Game Prop Modeling Fundamentals
Beginner
3h 9m
Dec 17, 2019
Retopologizing Game Characters in Maya
Beginner
2h 47m
Mar 14, 2018
More courses by Justin Marshall
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Oh, I'm just in with visual tutors in this series of tutorials, we'll talk about some tips for broadcast artists. Need to work with polygon geometry in Cinema 40 Senba forties, a terrific application for creating broadcast elements and incorporates well with after face motion graphics, Artists are able to create many elements of their own and use those in their projects when those assets required a little bit more time and attention in their modeling, though, issues can pop up from time to time. In this course, we'll look at some issues encountered by users as they begin to create a modified broadcast. Assets, of course, is really for those not as familiar with modeling in Cinema 40 and just need to make sure their assets work. We'll talk about making sure our geometry, welded together after converting from generated geometry, will cover methods of combining spines and creating branching spine using L system. Also, clean up ruling geometry with pivots and use the brush tool of modifying object shaped and then you'll know a little bit more about dealing with the polygon geometry when creating assets for your next broadcast piece. So let's go ahead and get started by talking about supplies