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Procedural Design in C4D for Cushions

The document outlines Zachary Corzine's course on procedural design in C4D. The course will cover concepting, developing a procedural design language, and best practices for creating scalable systems. Students will work on a sample client project for a luxury cushion manufacturer. They will span the entire workflow from look development to texturing and finishing. The course structure includes introducing procedural workflows, developing a base system, layering additional systems, and completing the design.

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Adolfo Schauer
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0% found this document useful (0 votes)
53 views51 pages

Procedural Design in C4D for Cushions

The document outlines Zachary Corzine's course on procedural design in C4D. The course will cover concepting, developing a procedural design language, and best practices for creating scalable systems. Students will work on a sample client project for a luxury cushion manufacturer. They will span the entire workflow from look development to texturing and finishing. The course structure includes introducing procedural workflows, developing a base system, layering additional systems, and completing the design.

Uploaded by

Adolfo Schauer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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Procedural Systems for Production in C4D


ZACHARY CORZINE

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ABOUT ME

Zachary Darren Corzine is a Motion Designer currently at ManvsMachine in


Los Angeles. As a multidisciplinary designer, I take an all-inclusive & comprehensive
approach, covering the entire pipeline from initial concepting to final production.

@ZACHDARREN ZACHARYCORZINE.COM @ZACHARYCORZINE

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COURSE OVERVIEW

A walk-through of my approach to designing and developing procedural systems for


conceptually-driven commercial work. By taking a sample project that is responding to a
specific client brief, we can cover how to begin concepting and applying design thinking
to a brief, develop a procedural design language, and then dive into process and best
practices for creating scalable systems that are production ready. We will span an entire
workflow, from look development and RnD to texturing and then finishing the shot.

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Tools We'll Be Using For this training we will be utilizing primarily Cinema4D R20. Besides our render engine and some GSG products, I wanted to stick to

the base program as to provide a basis of thinking procedurally. The course will focus on conceptual thinking and approach that can be

implemented in any workflow.

CINEMA4D R20 AFTER EFFECTS OCTANE RENDER INDESIGN

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WHAT IS WORKING PROCEDURAL?

A modular system of nodes, objects, and relationships utilizing a procedure, or a set of


rules, that is organized in a hierarchy. Each object or node in the hierarchy dynamically
updates based on changes up the hierarchy. Ultimately we are minimizing user input and
creating a lighter scene by instead creating a rule set that can applied down the chain.
Meaning that once the system is developed we can change a minor set of parameters to
generate entirely new outputs.

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THE DRAWBACKS OF CINEMA 4D

Unfortunately C4D isn't a node-based system and isn't entirely structured for
proceduralism, but there are a handful of techniques that I use when working within C4D
that can make it as procedural as possible. Shifting your thinking and approach towards
proceduralism is beneficial in all regards. This can be applied towards our shaders/
materials, how much we push towards render side, and how we develop a system that
reacts dynamically - streamlining our workflow and making us more effective and efficient.

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The Brief

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CLIENT BRIEF

The client is a high-end, luxury cushion manufacturer looking to develop a series


of designs for a new line of products. The cutting-edge cushions will be utilized in
mattresses, upholstery, and furniture. We are tasked with envisioning the overall design
direction of the product line, as well as how to represent the features. Conveying the
underlying feeling of the product to the viewer is the main focus - meaning that we
shouldn't adhere to exact nature of the product, but rather feel free to explore how the look
and feel is distilled down and elevated.

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Benefits / Concepts • Unique and fresh approach to the mattress and textiles market • Luxury without feeling exclusionary or elitist

to Convey • The unparalleled comfort and support of the product • Celebrate the product

• Lean towards hyper-realism • Refined and detailed

• Layered (cushioning, threading, etc.) • Varying materials and patterns

• Intriguing and mesmerizing motion • Systematic and interconnected

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Course Structure

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Intro / Groundwork Base System / Approach Layering Systems Design & Finishing

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Intro / Groundwork

• Take a look at our brief & what problem we are trying to solve with the work

• How I approach concepting, designing, and executing a shot for a client project

• Mindmapping, distilling down the brief to actionable points

• Pulling reference and building out boards to lead us through the design process

• Developing a design language for the different aspects of our project

• Look development, motion tests, and landing on a master direction

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Base System / Approach

• Foundational principles of procedural systems and keeping our rigs as lightweight as possible

• Using fields to affect different aspects of our system, such as Polygon Selections, Shader
Changes, and Deformers

• Developing the design language and system for foam/cushions and stitching

• Exploration and experimentation - balancing design, concept, and animation

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Layering Systems

• Creating the base system and how to use smart child/parent relationships for useful instancing

• Techniques for creating sub-systems and a procedural set of relationships

• Creating the layered padding pieces through manipulating instances of our base system

• Creating the stitching patterns that can respond to our fields setup

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Design & Finishing

• Reflecting back on the brief & what we are trying to accomplish with our design

• Philosophy on hyper-realism, color theory, and finishing a shot

• Texturing and layering materials. Using imperfection maps and shader techniques for micro-
detail needed for high-fidelity renders

• Lighting and rendering, post-production / color correction

• Final, closing thoughts & philosophies

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Addressing the Brief


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OUR OBJECTIVE

Conceptualize a look and feel to capture the product benefits. Provide the client a design
language and procedural system that can be expanded upon for a range of work.

Elevate and establish the core features of the product through a unique approach that
stands out and differentiates itself from other competitors within the same market.

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Mind-mapping / Word Lists


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Micro Grids Geometric

Contour Mapping

Terrazza Patterns Enticing


Organic Inviting
Mesh Fabric Warm/Open

Knot Knitting Refined


Tone Luxury
Intricate Lace Elevated
Stitching
Dot Grids Satisfying Infinite Loop
Look
Cream / off-white & pop of color Mesmerizing

Monochromatic Minimal Color

Desaturated
Geometric Patterns
Refined, natural textures Subtle Cloth Variations
Layering High-end Cushioning
3D Printing
Cushions vs Cloth
Furniture Design
Grounded in Look Industrial Design
Hyper-real Bean bags
Elevated in Motion
Textile Manufacturing
Reference
Upholstery
Luxury Vehicle Interiors
Enjoyment Custom Lining
Comfort
Warmth Subtle Textures

Compression / Giving Flexible Natural Interior Lighting


Feel
Bounces back Weaving & Knitting Cross-stitching
Support
Lifts up

Dynamic

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THE ART OF PULLING REFERENCE

Pulling reference and laying out a series of moodboards is one of our first major steps in
establishing a design direction. By laying this groundwork as solidly as possible it can
serve as guide posts for when we move through our process and help inform each aspect
as it develops. When starting to find reference, I try to stay open where to draw from, but
as we begin to establish a clearer direction it's vital that we curate our boards. We want to
be as clear and concise as possible, each image should serve a purpose - be hyper critical of
what you allow within your master set of reference.

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PULLING FROM NEW PLACES

It's important to pull reference and inspiration from a variety of places and a range of fields
outside of design and 3D. To find a more unique voice and vision try to find reference
within adjacent fields or within the relevant industries. For this project I gathered
reference from textile manufacturing, luxury vehicle upholstery, fashion design, 3D
printing, and product photography.

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Reference: The Feeling We are tasked with conveying the exceptional support and comfort of the cushioning. These images help illustrate the pleasurable

sensation of being enveloped by delicate and springback foam. Warmth, softness, and pliability.

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Reference: Cushioning Different grids of cushioning, both within stitched upholstery and free-form foam provide a good basis of how we can represent the base

cushions within our work. Modern cushions rely on experimental manufacturing and 3D printing, which allows us to draw from more

uncommon cushion aesthetics and patterns.

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Reference: Patterns Varying densities of patterns, both within fine threading and larger structures. A nice quality are how the geometric patterns still retain some

organic qualities, likely due to the manufacturing process - making it feel intentional and designed while also tactile and tangible.

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Reference: Layering Layering of different materials, qualities, and colors allow us to show depth and refinement. How the patterns relate to each other, how

varying textures sit next to each other, and the way that the layering reveals itself all can be drawn open when looking to implement our

cushions, threading, patterns, and color palettes.

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Reference: High-End Luxury products explore sophisticated materials, minimalist color palettes, and refined patterns. We can find inspiration in peripheral fields -

taking note of both the design of the items themselves as well as how they are photographed and represented.

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INITIAL SKETCHES

Thumbnail sketches at the start of the project allow us to quickly explore different
compositions and essential qualities we would like to include in our designs. This will cut
to the core of the underlying elements and be a much more efficient use of our time rather
than diving straight into generating styleframes. We shouldn't concern ourselves with the
feasibility of any single sketch, and don't be too precious with them. The more sketches
you have time to explore the more primed you will be moving forward.

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Building a Design Language


FOAM & CUSHIONS

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Building a Design Language


STITCHING PATTERNS

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Look Development

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CONCEPT WRITEUP

The high-end cushioning system is dynamic and extremely reactive to


changes. By contrasting the fragile nature of our center sphere with
the support of the underlying cushions we can provide a tangible
understanding of how beneficial and comfortable the cushions really are.

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Master Direction

LOOK FEEL

Refined and layered qualities of materials. Responsive and supportive cushioning.

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Let's make some shit.


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