Video Games

CINEMA 4D 11 Workshop by Arndt von Koenigsmarck

By Arndt von Koenigsmarck

Version, texture and animate with Cinema 4D eleven utilizing the ideas and suggestions supplied in Cinema 4D eleven Workshop. beginning with all the uncomplicated suggestions, features, and instruments - keep on with alongside to the workshop tutorials that bring a hands-on wisdom of the recent R11 toolset in addition to the returning complex positive factors. The significant other web site offers all the required instructional media from the tasks within the ebook so you create your personal operating versions and animations. *Covers new beneficial properties of model eleven equivalent to movement Clips, in addition to complicated good points reminiscent of MoGraph, Dynamics, considering debris, HyperNURBS modeling, XPresso programming, and complicated Renderer*A specific tutorial-based method teaches readers the workflow strategy for modeling, texturing, and animation utilizing Cinema 4D 11*Companion web site comprises the undertaking records for the tutorials, a video workshop on Expresso, a pattern bankruptcy on personality modeling, and plug-in samples

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Extra resources for CINEMA 4D 11 Workshop

Example text

Therefore, we will place other light sources into the scene. As soon as a light is added to the scene the default light turns off. In this case, I’d like to use a classic studio light setup with a main light and a fill light. Both lights should be Area lights because these lights simulate a very realistic behavior. Real light sources also have a certain areal expansion and don’t consist of just a point in space. I place one of the Area lights, based on the view through the camera, behind the flashlight.

Pull the Floor object from the Object Manager into the Objects list found in the Scene portion of the light source dialog. With the Mode menu set to Exclude, the objects listed will not be affected by the light source. The icons behind the listed objects, representing single attributes like highlight, diffuse illumination, or shadows, can be used to exclude certain attributes from this restriction. For example, if we deactivate the icon for the highlight by clicking on it, the object won’t be diffusely lit and won’t cast any shadows, but it would still have a highlight from the light source, provided of course that the material of the floor permits a highlight.

After choosing the mode you have to select whether you want to snap to points, splines, or axis systems. Several elements can be combined. In our case we want to snap to the end points of the helix spline. Therefore, you should activate 3D Snapping and Point Snapping. The other options that are activated by default can remain that way. Make the objects not relevant for this step invisible in the editor for a moment and deactivate the Sweep NURBS of the spring by clicking on the green checkmark in the Object Manager in order to have a clear view of the spline.

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