Book Description
Model, animate and render with a practical command of all the essential functions and tools in CINEMA 4D 10. Detailed tutorials, suitable for novices and experienced users alike, demonstrate how to navigate the redesigned UI and orient you to the workflow. Next, the author guides you through the creation of a more complex project in which you model, create, apply textures, light, and render a final showcase image of a sports car. Finally, you will model, texture and prepare a comic character for animation using the new powerslider, timeline and the revised MOCCA module.
Build on your command of the essentials with an introduction to the new layer system as well as these advanced skills:
* Light, texture, and shade with CINEMA's material system, BodyPaint 3D, and the integrated shaders
* Build complex mechanical and organic models using NURBS and polygon tools
* Compose 3D content into photos
* Render with advanced techniques such as Multi Pass rendering, HDRI lighting and radiosity
* Simplify animation setups using XPresso constrains
* Work with specialized tools such as HAIR, Clothilde or SKY for special effects
The companion CD includes all of the required tutorial media, a bonus chapter on character modeling, Macintosh and PC demo versions of CINEMA 4D 10, and a limited edition of the PhotoMatch plug-in that permits you to easily insert 3D objects into photos.
Table of Contents
- Cover
- Halftitle
- Title
- Copyright
- Contents
- Introduction
- 1. Getting Started
- What Is ā3Dā?
- Light and Shadows
- Setting up CINEMA 4D
- The Interface Construction Kit
- Creating and Manipulating Objects
- Object Display in the Viewports
- Operating Modes
- Tools and Functions
- Handler
- Object Manager and Attribute Manager
- Configuration of Editor Viewports
- Display Options
- Filter Options
- Making HUD Elements Visible
- Additional Viewport Options
- Polygon Tools: A Work Example
- Creating the Basic Form
- HyperNURBS Modeling
- The HYPERNURBS Display in the Editor
- Using Weighting
- HyperNURBS Work Examples
- The Sweep NURBS Object
- The Lathe NURBS Object
- The Loft NURBS Object
- Working with Online Help
- Continuative Information about the Managers
- 2. Surfaces, Light, and Rendering
- Creating Materials
- Edit Materials
- The Material Editor
- Basic Channel Settings
- The Diffuse Channel
- The Luminance Channel
- The Transparency Channel
- The Reflection Channel
- The Environment Channel
- The Fog Channel
- The Bump Channel
- The Normal Channel
- The Alpha Channel
- The Specular Channel
- The Specular Color Channel
- The Glow Channel
- The Displacement Channel
- Texture Settings
- Illumination Settings
- Applying Materials
- What Are UV Coordinates?
- The Quality of Textured Objects in Editor Viewports
- Overview of Textured Objects
- Organizing and Editing Textures
- Painting with BodyPaint 3D
- The Projection of Materials
- Editing UV Coordinates
- Defining Surfaces with Shaders
- Texturing of a CD
- Simulate Spectral Refraction and Scattering
- Rendering and Saving Images
- Output Settings
- Save Settings
- Antialiasing Settings
- Options Settings
- Multi-Pass Settings
- Preparing the Scene
- Starting the Render Process
- The Virtual Photo Studio
- Deformers
- Using a Camera
- Working with Area Lights
- Ambient Occlusion
- Applying the Material
- Creating Metallic Shininess
- Modeling and Texturing a Palm Tree
- Creating Symmetrical Splines
- Duplicating along a Spline
- Finishing the Trunk
- The Palm Branch
- Materials of the Palm Tree
- 3. Working with Image Templates
- Modeling the Fender
- The Front of the Fender
- Headlights and Bumper
- The Bumper
- Turn Signal and Fog Light
- The Grille
- The Front Trunk Lid
- A Pillar and Roll Bar
- The Door
- Optimizing Edges and Points Manually
- The Rear Bar
- The Rear
- The Rear Side Window
- Ironing out Irregularities
- The Tailgate
- The Tail Cover
- The Rear Bracket at the Tail
- The Grid Areas
- Tail Lights
- The Gap Size
- Front Air Vents and the Windshield
- The Windshield Wiper
- The Door Handle and Exterior Mirror
- The Roof and Side Window
- The Tailgate Hinge
- Adding Various Small Parts
- Tires
- The Rim
- Materials for the Car
- Nonreflective Surfaces
- Using Individually Shaped Faces in Materials
- Headlights
- The Lighting of the Car
- Creating Virtual Surroundings
- Creating Clouds
- Baking Textures
- Lighting with Images
- Global Illumination
- The Stochastic Mode
- The Standard Mode
- Preparation for Global Illumination Calculation
- 4. Animation
- The Basics
- The Powerslider
- Manipulating Keyframes
- Creating New Keyframes
- The Navigation within an Animation
- The Keyframe Interpolation
- Modeling a Soccer Ball
- Animating the Ball
- Changing the Timing
- Animating Parameters
- The Timeline
- Optimizing Keyframes and Working with F Curves
- Rendering and Saving the Animation
- Motion Blur
- Connecting Parameters with XPresso
- XPresso Nodes
- Character Animation with MOCCA
- Bones and Joints
- Creating a Joint Skeleton
- Assigning Weightings
- Dynamic Cloth Simulation
- Inverse Kinematics
- Morphing
- Group Target Objects
- The Skin Deformer
- Morph Poses with PoseMixer
- Controlling XPresso Expressions with User Data
- Index