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Organic Transitions using Vertex Maps and Fields

In this tutorial series we’ll learn how to use a vertex map and the new fields system in Cinema 4d r20 to organically grow an alpha channel for a material.

QUICKTIP 02: Use C4D's Timewarp to Scrub Animation Using a Hotkey

Using the timewarp tool to scrub through the timeline by clicking and dragging in the viewport while holding a hotkey.

QUICKTIP 01: Rendering Non-Sequential Frame Ranges from Cinema 4D

In this video we’ll learn how to render non-sequential frame ranges from Cinema 4D using the CV-Toolbox plugin, CV-Frame Range.

Creating Variations of Scenes with Takes

In this tutorial series we’ll learn how to harness the power of Takes in Cinema 4D.

Creating, Texturing and Rendering a Wine Bottle & Box

In this tutorial series we’ll be learning how to model, texture and render a wine bottle box and the packaging insert that holds the wine bottle in place.

Texturing and Rendering a Wine Bottle

In this tutorial series we will be texturing and rendering a wine bottle in Cinema 4d. We will be covering all the steps necessary to create, prepare and render the wine bottle in a simple studio environment for use in a magazine article.

Creating a Sports Logo with CV-ArtSmart

In this tutorial series we’ll build a complex 3d logo using an illustrator file and the CV ArtSmart Plugin. Starting with a client provided illustrator file, the series will demonstrate how to prepare the logo file in illustrator and then use CV ArtSmart to get the logo into Cinema 4D. Once in Cinema the logo will then be enhanced using a variety of native Cinema 4D tools and then, using a combination of render takes and render tokens the output process will be streamlined and the final images rendered.

Creating a Mograph Animatic

In this series we will build a mograph sports intro animatic from start to finish. Using storyboards as our roadmap, we’ll use primitives and some simple modeling to keep the geometry as simple as possible which keeps the Cinema viewports and renders fast. Then we’ll use the mograph module, motion camera rigs and some simple keyframed animation to bring our scenes to life. After that we’ll sweeten the look with r18’s enhanced open gl hardware options and use hardware previews to output our work before switching to Adobe Premiere Pro for final assembly. Once in Premiere, we’ll use some basic tools to knock out a rough cut in just a few minutes and then see how to stack tracks making versioned renders easy to spit out for client review.