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  • cmiVFX - Cinema 4D Everything ( 2 Volume )

    cmiVFX – Cinema 4D Everything ( 2 Volume )
    English | Team: N/A | .MP4 | 2.2 GB
    Genre: Elearning

    cmiVFX has released their first video of the brand new Maxon C4D R14 “Comprehensive” series. This volume ONE of THREE lays the foundation for CG creation within Cinema C4d. If you are an abject beginner to all things ‘computer graphics’ or if you are merely migrating to C4D, then this lesson is for you. Even the most seasoned C4D user will discover aspects to this deep application he / she did not know existed.
    You cannot begin to explore the power of C4D until you understand its interface. Further Pavel Zoch, PhD reveals undocumented features that make all the difference. This volume begins the process of creating a photorealistic wooden child’s bicycle. As the viewer progresses through these three volumes Pavel teaches the tool, then creates a part of the bike. Have you ever wondered what is the crucial difference between a good CG creation and a perfect photo real CG creation? Pavel Zoch lays the ground work in this lesson. He knows the secret and is willing to teach you. A true master of Maxon Cinema 4D offers to you the advantage of his hard earned knowledge within this powerful application. You will not find a more throughly detailed reveal of Maxon C4D any where else

    Chapter Descriptions

    Volume 1:

    This invitation and introduction shows the main topic of the whole series as well as the content forthcoming for volume one.

    C4D Layout Basics
    CINEMA 4D layout and it’s adjusting. The part shows how to set a graphic tablet, connect orthographic views, set units, color tables. The most important part of the video is the camera navigation.

    C4D Interface
    Main managers of CINEMA 4D. Object manager (OM functionality, objects dots, cameras switching, a hierarchy, tags special properties added to our objects, more OM windows and much more), Attributes manager and its functionality (AM is the place where we can adjust objects, parameters and tools), Materials manager (a dock of all materials used in our project) Coordinations manager, Structure manager, Content browser, Layers manager and much more.

    Main two palettes of the standard layout of CINEMA 4D. Cold and Warm icons objects and tools/ modes /commands. Base parametric objects manipulation, how parametric objects work and their using (subdivision, rounding, slices, caps etc). How to use a hierarchy or groups.

    Elements and Objects
    Main object elements and their using: Axis, points, polygons and edges. Objects construction, points and polygons.

    Normals, Quads and Triangles
    Polygons normals. How polygons normals works, their using examples). Differences between quad and triangle polygons.

    Shortcuts and Hotkeys
    Modeling effectivity, how to select a tool by very fast way, context menus (in different modes), “V” key as a gate for many important tools, main modeling sequence, Selection tools using (Selection tool always stops a currently modeling tool). Objects axis using, Move, Rotate and Scale tools. Quantize settings and using modeling axis settings.

    A Perfect Object
    What is the best subdivision level of your objects? The key for fast visualization is the Phong shading function. What makes a perfect object? Nice small rounding on the edge! The primary guideline and technique is outlined here.

    This part shows how to use splines, adjust control points, change point order, other point tools and settings. This part demonstrates all splines types (Bezier, Linear, B-spline, Akima, Cubic). The end of the part shows a relationship between B-splines functionality and HyperNRUBS object functionality.

    Goldie Locks
    Intermediate points settings and their impact to the topology of generated objects and animations.

    Extrude NURBS
    Extrude NURBS object and its settings. The part shows how to set these objects and their caps correctly for animations and deformations as well. Rounding of “NURBS” objects and weaknesses of the rounding settings. Hidden selection tags and their use.

    Lathe NURBS
    Lathe NURBS object description and the first object that belongs to the main topic of the tutorial The screw. The Lath NURBS is the function that makes that object in few seconds. Sweep NURBS object description and the use of splines in it.

    Loft NURBS
    The Loft NURBS object: Its use, settings and the bolt-head object tutorial.

    This chapter focuses on the all important HyperNUBRBS object. All settings here are addressed in detail. HyperNURBS weight settings use on triangles/quads polygons.

    Beginning The Wheel
    Finally we begin modeling the front wheel (of the main topic of the tutorial). Facilitating this more advanced use of the above outlined topics is presented via: bluenprint pictures placing to the orthographic views, proxy helpers (parametric objects) and Display tag settings, wheel rim and HUB modeling (LatheNURBS).

    Modeling With Generators
    The complex job of modeling the front wheel spokes. Tools used here are: ExtrudeNURBS, LoftNUBS, Align to spline tag, Array object and Instances. This complex object is created by generators only.

    Bring It Home
    Modeling the wheel Hub axis (“box” modeling based on the cylinder object). This final chapter combines are assets created during the course of the lesson and includes the use of every tool described hereto.
    Conclusion and outtro.

    About Pavel Zoch, Ph.D.
    Pavel Zoch (ing. Ph.D.) is a Czech independent artist and Maxon CINEMA 4D generalist that has been working CINEMA 4D help desk (for Czech and Slovak republics) and freelance for more than 10 years. Pavel has written many hundreds of articles on CINEMA 4D, hundreds hours of video tutorials and made a czech version of the CINEMA 4D. You can know Pavel’s work from the official Maxon brochures and others Maxon PR stuff.

    Volume 2:

    It shows the main topic of the tutorial and there is a short summary of vol. 1 as well. (00:05:05)

    Using Deformers
    CINEMA 4D offers many really complex modifier objects and deformers. They can change the surface without its structure changing. All these deformers are animatable and we can always mix more deformers together. The second part of the lesson contains pretty interesting example of using simple deformers. (The auger object) 00:14:16

    Deformers Extended
    Deformers can be split into two groups. The first one contains deformers that use a bounding box. The main object is usually deformed inside the box (it can use up to three modes). The second group contains many various deformers with specific settings and the lesson demonstrates few of them. For example the wind deformer, Spline wrap, Spheriphy, Displacer, Camera, Collision, ExplosionFX, Mesh, Surface and Correction. The lesson shows other very important techniques and technologies as well like Vertex maps and Restriction tags. The lesson shows several very interesting examples of deformers using. (00:21:14)

    Tire Object Start
    Advanced deformers use (first part). Deformers, generators and suitable workflow can generate very complex objects; like the bike tire for example. In this example you will see that you can prepare the simple mesh ONLY and almost everything else will be generated automatically. We will only prepare a 1/128 of the object and the state of the main pattern will be planar and very simple. (00:18:23)

    Tire Extended
    Advanced deformers use (second part finishing). The main pattern is mirrored by Symmetry object and the full length is generated by MoGraph Cloner object (there is showed an other way for users who don?t use the Broadcast/or Studio package as well). The Connect object connects all generated parts together and the deformer places into the tire shape. Object is fine tuned by standard polygon modeling and it is based on the selection tags technology. (00:14:09)

    The Wheel Conclusion
    The tire valve is prepared in this part by standard polygonal modeling and the tire object is improved by other parametric objects and generators (00:19:59)

    The common blueprint picture system in CINEMA 4D is robust. The lessons shows how to set the blueprint picture with many views directly in CINEMA 4D viewport, how to adjust the camera, objects settings, material settings and much more. (00:13:30)

    The Bike Seat holder Object
    The lesson demonstrates a bit more complicated planar modeling techniques (with openings etc) and settings based on Extrude NURBS object, splines and their subdivisions. We will use several new CINEMA 4D R14 features as well like Guides, improved planar work planes and much more. (00:24:50)

    The Main Seat Plywood Object
    The main state of the object is generated by ExtrudeNURBS object again, but the final state of the object is much more complicated and a deformer will solve the task again. (00:14:16)

    Projection Modeling
    Are you still missing something? In this case you can use an other important feature of CINEMA 4D the complexity of the application. We can combine many techniques. CINEMA 4D, for example, does not have a specific tool to project an object to other surface. But there is a tool for the spline. We will use the specific spline tool for a polygonal object and we will connect these two different objects by XPresso node based system of CINEMA 4D. (00:09:46)

    General Construction Practices
    The previous lesson demonstrate the common projection system that we will use, but we must prepare an object that will be projected first. This object must be prepared very cleverly, because we need to adjust it more later. The lesson shows how to prepare the main side of tech bike construction, the object suitable for the projection and suitable for handily fine tuning (and UV mesh) as well. (00:17:11)

    Fine Tuning Thicknesses
    Object projection, thickness, connecting and fine tuning of the side. The original object is made from the plywood. The edge of the object has a rounding. Openings for screws are soft as well and other details make the object really life-like. In case the object is prepared well, we will be still able to finish the look of the projected mesh and get an absolutely perfect result. (00:16:58)

    Summing Up
    The last generated object of the bike construction is made in this lesson. It uses the spline, generator and other deformers as well, because the object must be restricted in one direction in according to other parts of the bike. We will complete all parts of the bike we have prepared already and show all ways we can use. The easiest Copy/Paste way, The Merge command and the most powerful system an Xref object.
    Conclusion, outro of the EVERYTHING VOLUME TWO CMCT. (00:19:14)

    About Pavel Zoch, Ph.D.
    Pavel Zoch (ing. Ph.D.) is a Czech independent artist and Maxon CINEMA 4D generalist t

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