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i d e nts | t v

learn. Idents : TV
Presented by Tim Clapham (Total Running Time : 5hrs 20mins)

Totalling over 5hrs intensive training, in this 11 part series you will build an ident from scratch using Cinema 4D and After Effects.
Tim Clapham directs you through each and every step from concept to completion. The series will guide you through the
process of dissecting and calibrating a camera from a photograph. We model some simple letters and then rig and weight them
so they are suitable for animated cloth simulation. Of course, no ID is complete without shaders, lighting and rendering. We
create a complex material using multiple shaders whilst adding and finessing the lighting for the scene. Rendering is an integral
part of any project, but optimising your scene before hitting go is an essential part of the process. We examine various ways of
fine tuning our settings to reduce render time without compromising on quality.

For the final chapter in Cinema 4D we configure our multipass render settings to assure we have accurate colour management
using linear workflow throughout the project which ensures our renders will translate into After Effects without issues. Before
jumping into After Effects with our pre-rendered passes, we examine the AE – Maxon Cineware feature. Cineware allows us to
open our C4D file directly in AE. Tim discusses the suitability of using Cineware, discussing the advantages and disadvantages
of this approach. Finally we bring our render passes in to After Effects, using native effects (no third party effects) we grade and
colour correct the various passes. Using mattes to isolate elements and depth effects from our multipass renders.

The series is broken into logical sections so you can follow along as and when you have time. To see the final result of the
tutorial please check out the teaser.

Part 01: Introduction & preparing the photograph (29 mins)


Choosing the right photograph.
Shooting for HDRI.
Disassembling the photograph in Photoshop.

Part 02: Calibrating the photo in Cinema4D (22 mins)


Preparing the Cinema4D scene parameters.
Working with Linear Workflow
Calibrate the Photograph in Cinema4D.
Using the Camera Calibration Tag.
Drawing lines for calibration.

Part 03: Building geometry for camera mapping (30 mins)


Automatically creating Camera Mapping Tags.
Adding geometry to match elements in the photo.

Part 04: Modelling the Text (21 mins)


Creating geometry from Illustrator artwork.
Defining edges.
Subdivide for cloth topology.
Building the Cloth Framework.
Belting Cloth, adding thickness and sub-divisions.
Modelling a Control Cage.

Part 05: Rigging the framework & cloth (52 mins)


Create joints chain with joint tool.
Binding the bones to the mesh.
Painting weights, using the weight manager and weight tool.
Deforming Cloth Framework with Mesh Deformer.
Adding and linking user data with Xpresso.

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i d e nts | t v

Part 06: Animating the Rig (53 mins)


Testing the rig.
Animating the joints.
Animating the cloth parameters.
Using particle forces with cloth.

Part 07: Cameras and initial lighting (23 mins)


Adding cameras.
Using the Motion Camera Tag.
Using the stage object to test edit.
First lighting pass.

Part 08: Light and Shaders (40 mins)


Working with a Light Dome for ambient light.
Adding a key light.
Matching the background plate.
Adding fill light.
Basic UV mapping.
Creating the material…
Noise,
Colorizer,
Filter,
Sub-Surface Scattering,
Layer Shader,
Fresnel,
Illumination Modes.

Part 09: Rendering (20 mins)


Using Compositing Tags.
Configure cameras for depth pass.
Using Parent / Child Render Settings.
Configuring Multipass.
Testing the multipass settings.
Test renders.
Optimising for faster rendering.

Part 10 : Cineware (10 mins)


Brief overview of Cineware.
Pro's & cons of this approach.

Part 11: Compositing in After Effects (51 mins)


Import an AEC file from C4D to AE.
Organise the project window.
Configure Project Settings for colour management.
Check interpretation of imported renders.
Grade individual passes.
Using object buffers to isolate elements.
Adding depth of field
Alternative uses of depth pass.
Creating adjustment layers from object buffers.
Adding Light Leaks and flares.

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