Cinema 4D Beginner's Guide

( 1 )

Overview

Our book will target new users of Cinema 4D and newcomers to 3D graphics. This includes professionals in the broadcast, entertainment, games, and architecture industry, students, and hobbyists.

This book will walk you through all the steps of creating an interior flythrough of an office: creating a 3D structure, adding materials and lighting, animating, and rendering. Then, you'll explore additional features through a series of mini projects: ...

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Overview

Our book will target new users of Cinema 4D and newcomers to 3D graphics. This includes professionals in the broadcast, entertainment, games, and architecture industry, students, and hobbyists.

This book will walk you through all the steps of creating an interior flythrough of an office: creating a 3D structure, adding materials and lighting, animating, and rendering. Then, you'll explore additional features through a series of mini projects: creating motion graphics, exporting a stylized non-realistic image, adding hair and creating cloth. You'll learn how to connect pieces that all work together by exploring node-based programming in Xpresso, then wrap everything up with an introduction to compositing in Adobe After Effects.

It will provide step-by-step instructions with guiding screenshots and will help new users to create a photorealistic interior scene with an animated camera. Users will also learn how to use the MoGraph module to create dynamic motion graphics, how to link parameters with Xpresso (Cinema 4D's node-based programming language), and are guided through mini-projects to explore additional tools for non-photorealistic illustrations, hair creation and cloth rendering.

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Product Details

  • ISBN-13: 9781849692144
  • Publisher: Packt Publishing
  • Publication date: 11/7/2012
  • Pages: 274
  • Product dimensions: 7.50 (w) x 9.25 (h) x 0.58 (d)

Meet the Author

Jen Rizzo is a motion graphics designer in San Francisco, CA. Her career began at Skidmore, Owings & Merrill (New York) as a 3D architectural visualizer, then continued at FRCH Design Worldwide (Cincinnati) before relocating to San Francisco as a freelancer in 2008. She has worked with over thirty companies in the last four years. She is overly excited by almost everything.

In her personal life, she strives to become a stronger cyclist and hopes to someday beat someone at a board game. She has a near-unhealthy obsession with cured meat, cheese, chocolate and coffee, and will wax poetically on the city of San Francisco until someone distracts her. She would like to thank malt, hops and yeast for existing in perfect liquid triumvirance.

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Sort by: Showing 1 Customer Reviews
  • Posted December 11, 2012

    more from this reviewer

    screen shots hard to see

    With all of the open source offerings available these days, you might sometimes wonder about the motivations of the developers who put together those packages. For some, it might be the ability to tout their programming abilities. What is also interesting is a case like Cinema, which is indeed open source, but is produced by a for profit German company, Maxon. The book starts by explaining that Cinema 4D comes in 4 versions - prime, broadcast, visualise and studio. Prime is the base [ie. simplest and free] version. Largely, the book describes prime. The others are definitely not free and are meant for professionals in motion graphics, architecture and design. In essence, if you like the book's material and try out prime, the other versions form a natural migration path in functionality.

    The book starts with an exposition on 3d geometry and how easy it is to work in it using Cinema. All the expected stuff is here. Like being able to extrude polygons. The example is to make a desk - a piece of furniture, and to put it into a room - a 3d space. Users who may have used ProE or SDRC Ideas will recognise the abilities. With of course the distinction that Cinema is free, unlike those professional layout tools.

    Unfortunately, for a book on graphics, it is marred by poorly taken screen shots of the 3d spaces in which the graphics operations are depicted. These images are grey scale and are very hard to read. A little ironic because the very topic is about being able to visualise and operate within 3d. Yet the book's examples will involve much squinting by the reader. Let's talk User Experience here!

    If you are interested in the broadcast or studio versions of Cinema, chapter 7 on MoGraph describes how this is only available in those versions. A teaser that perhaps can induce you to upgrade to them. So you can regard the chapter as a hypothetical guide to animation. MoGraph also comes with built in physics. For making single images you don't need it. But for animation it is a great help. Lets you make motion and collision of objects more realistic.

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