Sunday, March 28, 2010

Using Splines to Quickly Create Highly Complex Geometry in 3ds Max

In this video tutorial by professional 3ds Max artist Laurens Corijn, you will learn the ins and outs of using splines to easily create extremely complex geometry in 3ds Max. Over 5 different methods are explored, with examples on how you can apply these techniques to your own projects too. Even if you’re an experienced user, you won’t want to miss out on this, as some of these methods are not very well known!

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Video 1

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Video 2

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Create a Marching Army Animation using Particles in 3ds Max

As you may already know, particles can be used to do just about anything you could possibly imagine. In this tutorial, we’ll be taking a look at just one of the very cool ways particles can be used to make your life much much easier. Of course we won’t be able to take a look at all the things that can be done with particles, but we are going to create something very exciting….a marching 3d army where we have full control over the position and animation of the soldiers!

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Video 1

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Video 2

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Video 3

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Design Rhythmic Motion Typography in After Effects

In this tutorial you’ll learn how to create animated typography synchronized with musical events

Preview

Please note: this video contains some swearing in the track ‘Bleed It Out’ by Linkin Park, which is used as the musical source. The tutorial will demonstrate how to create animated typography for the lines ‘Here we go for the hundredth time / Hand grenade pins in every line’. The effects in the rest of the video can be created with the same techniques shown in the tutorial.

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Requirements: Adobe After Effects.

Instructions: Click ‘View Full-screen’ button (bottom right corner) to see this HD tutorial at maximum size. Click screen to pause, click again to play.

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Heads Up on Some Cool Graphic Type Techniques

In this tutorial, Markus Gustafsson shows us how to use adjustment layers and expressions to create some edgy graphic design.

Preview

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File size 1.3MB

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File size 255MB

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Links to elements used in this tutorial:
Bald head
Lorem ipsum generator


Saturday, March 27, 2010

Beginner Modeling Methods and Techniques in 3DS Max – Basix

Final Product What You'll Be Creating

In this Basix tutorial, we will be looking at beginner methods of modeling an object in 3ds Max. First, we will touch quickly on the subjects of viewport navigation and primitive creation, and then look deeper into editing meshes using a few of the most commonly used poly modeling tools.

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Monday, March 22, 2010

Create a Magic Crystal Ball

Last week I was working on a project where I needed to create a sort of lightning effect like that Tesla Coil. I spent a couple of hours in Photoshop playing around with some filters to create the effect. So In this tutorial, I will show you how to create a Magic Crystal Ball with some nice light effects and textures happening.

Final Image Preview

Final Click

Step 1

Create a new document, I used 1900px by 1200px. Fill the background layer with black. Then with the Ellipse Tool (U) create a circle. You can fill it with a dark gray, but the color won’t matter because we will apply a Layer Style to this object shortly.

Magic Crystal Ball

Step 2

To add the Layer Style, go to Layer > Layer Style. First, select Inner Glow and use: white for the color, Color Dodge for the Blend Mode, and 70% for the opacity.

The second Layer Style will be Gradient Overlay, use Linear for the Style, and keep Normal for the Blend Mode. Now the colors will be #12232c and #313444. The last Layer Style will be Stroke, which should be set: 2px for the Size, 60% for the Opacity, and for the color use #a395cf. Feel free to change the colors and test new variations.

Magic Crystal Ball

Step 3

Create another circle using the Ellipse Tool (U). The best thing is to create a Path with the ellipse tool. Adjust the shape the way you want. Then create a selection from the Path Palette. This circle will be the top reflection on the ball.

Magic Crystal Ball

Step 4

Create a new layer and rename it to "reflection top." Then select the Gradient Tool (G). Use white for the color on both ends. Change the opacity though, one will be 100%, while the other will be 50%. Select Radial for the Style. Then create a radial gradient, as in the image below. For the Opacity use 70% Tip: Make sure that the 100% is the center of the gradient.

Magic Crystal Ball

Step 5

Lets create a reflection at the bottom of the sphere. To do that, create a selection from the circle layer, which is the first one we already created. Create a new layer, and rename it to "Bottom reflection."

Select the Gradient Tool (G), and use the same settings as in the previous step. This time lets set the Opacity to 100% and 0%. Now create the gradient. Also, change the Layer’s Opacity to 50%. Use the image below for reference. Tip: You can resize this layer to make it slightly smaller so you can move it 1 pixel up.

Magic Crystal Ball

Step 6

Create a new layer, and rename it to "lights 1." Make sure you have black and white for the background and foreground colors. Then go to Filter > Render > Clouds. After, go to Filter > Sketch > Chrome. Use 3 for the Detail and 10 for the smoothness. Then rescale the layer, make it much smaller so the details will be smaller too.

Magic Crystal Ball

Step 7

Create a marquee selection from the "ball layer," and go to Filter > Distort > Spherize. Use 100% for the Amount and Normal for the Mode. Then go to Filter > Brush Strokes > Sprayed Strokes. Use a Stroke length of 17 and Spray Radius of 7.

Magic Crystal Ball

Step 8

Now lets add some color to the crystal ball. With the "lights 1" layer selected, go to Layer > Layer Style. Then change the Fill Opacity to 60%. After, select the Gradient Overlay, use the Violet, Green, and Orange preset for the colors. For the Gradient Style use Radial. Align the radial to the ball, so the orange will be the center of the gradient, and then go to the Violet.

Magic Crystal Ball

Step 9

To create the lighting effects inside the ball we will use the Difference Clouds Filter. So create a new layer, and rename it to "rays." Then go to Filter > Render > Clouds. Then go to Filter > Render > Difference Clouds.

Next we rescale the layer to the same height as the ball. You may notice that with the difference clouds filter we have created the lightning, but they are black. Also, you can define the thickness of the lightning when you scale the layer.

Magic Crystal Ball

Step 10

To change the color of the lightning from black to white is simple, go to Image > Adjustments > Invert. However, to get the effect right you will have to change the levels as well. So go to Image > Adjustments > Levels. Use for the Input Levels 0, 1.00, and 70. Then change the Blend Mode to Color Dodge.

There are 2 more things to do here. First, we create a Layer Mask, so the lights will be only inside the ball. Then with the Eraser Tool (E), select a medium brush, a regular one, but with a hardness of 0% and 10% opacity. Then erase some parts of edges 1-4. Also, you can change the opacity of "Reflection Top" and "Reflection Bottom," so they will be more visible.

Magic Crystal Ball

Step 11

To create more Rays, you can either duplicate the layer or repeat steps Steps 9 and 10. I duplicated it, but the best thing to do is to repeat the previous steps. Also, you can apply the Spherize Filter. Tip: Change the Opacity of the layers to give more depth to the effect.

Magic Crystal Ball

Step 12

Here, we will create a layer to adjust the colors. We need to make the ball a bit darker. So just add a new layer, and create a marquee selection of the original ball. After, fill it with Black.

Add a Layer Style. Change the Fill Opacity to 0% and select Gradient Overlay. Use Multiply for the Blend Mode, 90% Opacity, and set it to Linear. For the colors use Black and a dark gray. Tip: This layer will be beneath the other light layers.

Magic Crystal Ball

Step 13

Lets create a nice texture in the ball. Create a new layer on top of the others, but beneath the "Reflection Bottom and Top layers." Rename it to "texture."

Now go Filter > Render > Clouds. Then resize the layer, and make it a bit bigger than the ball. Finally, go to Filter > Distort >Wave. For the Number of Generators use 5, the Wavelength use Min. 10 Max 320, Amplitude Min 5 Max 35, and the rest keep the same.

Magic Crystal Ball

Step 14

Go to Filter > Brush Strokes > Spatter. Use a Spray Radius 15 and Smoothness 2. Next we create a marquee selection from the "ball" layer, and go to Filter > Distort > Spherize again. Use 100% for the amount.

Magic Crystal Ball

Step 15

Let’s adjust the layer next. Change the Blend Mode to Screen, the opacity to 50%, and the fill opacity to 50% as well. If you don’t want to show the texture that much, just reduce the opacity.

Magic Crystal Ball

Step 16

Select the Ellipse Tool (U). Then click on Shape Layers. This will create a layer in the shape of the foreground color. Now create an ellipse, as in the image below. After, go to Filter > Blur > Gaussian Blur. Then use 90 pixels for the Radius. This layer will be the spot of light for the ball.

Tip: This layer has to be beneath all the other layers, even the "ball" layer.

Magic Crystal Ball

Step 17

Now lets create another ellipse, as we did in the previous step. This time let’s use black. Also, instead of creating a light spot, let’s create a shadow.

Magic Crystal Ball

Step 18

Next we add a glow light at the top of the ball. Again, repeat step 16, but for the Gaussian Blur use Radius of 70 pixels. Notice that this layer will be on top of the others.

Magic Crystal Ball

Step 19

Let’s adjust the colors. Create a Gradient Fill layer. To do that, go to Layer > New Fill Layer > Gradient. For the colors use #223158 and #b8641c. For the style use Radial, and set the angle 115ยบ. After, change the Blend Mode to Overlay.

Tip: You can position the gradient by clicking and holding the mouse button. Also, move the mouse while the Gradient Fill dialog box window is open.

Magic Crystal Ball

Step 20

Create a new layer on top of the others. Then fill it with black, and go to Filter > Render > Lens Flare. Use 60% Brightness and 50-300mm Zoom.

Adjust the levels of this layer. Go to Image > Adjustments > Levels. Then change the Input Levels to 7, 1, and 210. Now change the Blend Mode to Screen, and rescale the layer, use the image below as a reference.

Magic Crystal Ball

Conclusion

In this tutorial, we learned a light effect that is created by using the clouds and difference clouds filter. You can add more layers to create different effects inside the ball, or duplicate some layers to create more reflections, like the Caustic effect I created on the final image.

You could use the Spherize filter. Also, you can change the Gradient Overlay colors in one layer only, and change the other colors separately, thereby creating a totally new effect. It’s all about playing now; Have fun!

Magic Crystal Ball

Liquid Type Logo using Cinema 4D, RealFlow, and After Effects

In this in-depth, 86 step tutorial, you will learn how to create a stylish liquid looking logo using Next Limit’s Realflow. Using Cinema 4D as the main 3D package, you will learn how to integrate Illustrator and After Effects to efficiently design, simulate, export, and render your final animation.

Final Effect Preview

Step 1

First things first. Since you are going to be using a wide array of applications, you need your file structure to stay clean and concise. Open Realflow and create and new project calling it CG Tuts or any other name you would like.

Step 2

Open Finder, and navigate to your ‘CG Tuts’ realflow folder. Create four new folders, rename them to ‘ae’, ‘ai’, ‘c4d’, and ‘tga’.

Step 3

Open Illustrator and type out the name of your logo. Once you have typeset your logo and you are happy with its layout, select your text object and expand it by choosing ‘Object’, ‘Expand’

Step 4

Click and drag your artboard’s co-ordinates box to center your artboard so that when you import your Illustrator logo’s splines into Cinema 4D they will also be centered.

Step 5

Save your file as an Illustrator 8 formatted file inside the ‘ai’ folder you made earlier.

Step 6

Select ‘File’, ‘Merge’ and select your Illustrator file. Click ‘Open’. Save your file inside of the ‘c4d’ folder you made earlier.

Step 7

With your logo object selected, hold ‘Option’ (‘Alt’ on a PC), and create an ‘Extrude Nurbs’ object. (Holding the ‘Option’ key with an object selected before you create anything inside of Cinema will make it the ‘parent’ of that selected object)

Step 8

Select the Extrude Nurbs ‘Object’ tab and check the ‘Hierarchical’ option box.

Step 9

Select the ‘Caps’ tab and change both the ‘Start’ and ‘End’ options to ‘Fillet Cap’ with 3 ‘Steps’ and 1 for the ‘Radius’. Make sure ‘Constrain’ is checked as well.

Step 10

Hit ‘C’ on your keyboard to make the Extrude Nurbs object editable. Select the ‘+’ sign to the left of your Extrude Nurbs object until you can see the individual Extrude Nurbs objects created for each individual letter.

Step 11

Select all your ‘Paths’ and hit the ‘C’ key again. This will not complete the process of making all out text editable.

Step 12

Right click on your Extrude Nurbs object and select the ‘Unfold All’ option.

Step 13

Select all the objects inside the ‘Object Manager’, right click on one of them, and select ‘Connect’. This will create a single piece of geometry.

Step 14

Delete all the ‘Set Selections’ (the orange triangles) and the old Extrude Nurbs under our newly ‘Connected’ one.

Step 15

Rename your Extrude Nurbs object to ‘cg_tuts’ or the name of your logo. Add a -90 degree rotation on the ‘Pitch’ option of your objects co-ordinates. Scale the text 20 times in all three axis.

Step 16

Change your ‘Timelines’ default length from ‘90 frames’ to ‘200 frames’.

Step 17

Time to export to Realflow. With your text selected, click on ‘Plugins’, ‘Next Limit’, ‘[NL] Realflow SD Export’.

Step 18

Click on ‘Save All’. Then click on ‘Outfile’ which will bring up a window asking where to save your exported ‘SD’ file and what you would like to name it. Navigate to your ‘objects’ folder and click on ‘Save’.

Step 19

Back to Realflow. Select ‘File’, ‘Import’, ‘Import Object’. Select the ‘.sd’ file you just output through Cinema 4D and click ‘Open’. Set your scenes scale ‘0.01′.

Step 20

Lets add some key important ‘Daemons’ to the scene. Click on the triple arrow symbol which contains all the ‘Daemons’. Add a ‘Gravity’ and a ‘k Volume’ daemon to your scene.

Step 21

Select your ‘k_Volume’ node and click on ‘Fit To Scene’. This will prevent any stray particles from creating an unstable simulation.

Step 22

Click on the "three blue dots" to the left of the ‘Daemons’ which is where you will find all your ‘emitters’. Add a ‘circle’ emitter.

Step 23

In the ‘Nodes Params’ pallete, under the ‘Particles’ tab, change the defaul settings to, ‘Resolution 4.0′, ‘Density 1200.0′, ‘Internal Pressure 6.0′, ‘External Pressure 1.0′, Viscosity 4.0′, Surface Tension 10.0′, and finally ‘Max Particles 25000′. The Max Particles setting sets your emitters maximum amout of particles that can be emitted per emitter, and since you will be using about ‘20′ emitters, the ‘Max Particles’ value is going to change from each set of emitters because each letter only needs a cetain amount of particles together to reach the same height as the other letters, keeping a consistant looking depth.

Step 24

Click on the ‘Circle’ tab and change the ‘Speed’ to 6.0. Righ click on the word ‘Speed’ and add a keyframe at Frame ‘0′. Repeat this step for frames ‘10′ and ‘20′.

Step 25

Right click on ‘Speed’ one more time and click on ‘Open Curve’.

Step 26

Select ‘Fit H’ and ‘Fit V’ to fit your curve both horizontally and vertically. Select the last keyframe which is at frame ‘20′, and change its node from ‘Tcb Node’ to ‘Bezier Node’.

Step 27

Change the ‘Incoming’ curve value from ‘9.000′ to ‘0.000′. Repeat steps 26 and 27 for the keyframe on frame ‘0′ changing the ‘Outcoming’ curve value from ‘-9.000′ to ‘0.000′. Repeat step 26 for the final keyframe on frame ‘10′.

Step 28

Select the keyframe at frame ‘20′ and change the ‘Post-Behavior’ from ‘Zero’ to ‘Loop’. This will make your curve loop through its keyframes infinitely.

Step 29

Select your emitter and postition it inside the first letter of your logo, making sure that the emitter is placed near the bottom of the logo, and rotated around a -45 to a -50 degree angle.

Step 30

Duplicate your emitter and repeat steps 24 – 29. Make sure to rotate your new emitter to the opposite of value of your first one. Position it away from the first one so they are not intersecting one another too much.

Step 31

Now you are ready for some simulations. Hit the ‘Simulate’ button and let it rip.

Step 32

Your liquids should look like something similar to the image below on the final frame.

Step 33

Select both your emitters and change their ‘Simulation’ node from ‘Acitve’ to ‘Cache’. This will help you visualize how many particles have been emitted inside of the previous letters and help you with matching the depth so you have an even logo.

Step 34

Repeat steps 30 -33. Your results should look like something to the image below.

Step 35

Select ‘Export’, ‘Export Central’.

Step 36

Uncheck all of the emitters that are not a part of your first letter of your logo. Select ‘Update Time Line Cache’. Hit ‘Done’.

Step 37

With both of your emitters seleted, change their ‘Simulation’ nodes and change them from ‘Cache’ to ‘Active’.

Step 38

Select the ‘Add Mesh’ icon to add a mesh to your scene.

Step 39

Rename your ‘Mesh’ to something appropriate like the letter ‘c’ or whatever the name is of the first letter in your logo. Right click on your ‘c’ mesh and select ‘Insert Fluids’.

Step 40

Select both your emitters and click on ‘Ok’.

Step 41

Select the ‘Filters’ tab and change the ‘Filter Method’ from ‘No’ to ‘Yes’. Change the ‘Relaxation’ from ‘0.1′ to ‘0.05′.

Step 42

Right click on your mesh and select ‘Build’.

Step 43

With you mesh node selected, click on the ‘Build Meshes’ script which will build a mesh for every single frame in your timeline.

Step 44

Change your meshes ‘Build’ node from ‘Yes’ to ‘No’. Go back to ‘Export Central’.

Step 45

Turn off your mesh, and both of your emitters. Turn on the next set of emitters which pertain to the next letter in your logo. Select ‘Update Time Line Cache’ and hit ‘Ok’.

Step 46

Repeat steps 37 – 45. Open a new document inside of Cinema 4D. Click on ‘Plugins’, ‘NextLimit’, ‘[NL] RealFlow Mesh Loader’.

Step 47

Rename the mesh loader object to the name of the first letter of your logo. Select the ‘Sequence’ tab and click on the ‘…’ icon.

Step 48

Navigate to your ‘CG Tuts’ folder and click on your ‘meshes’ folder. Select your ‘c00000.bin’ mesh and click ‘Open’.

Step 49

Repeat Steps 46 – 48 for the remaining letters of your logo. Change your ‘Timelines’ default length from ‘90 frames’ to ‘200 frames’. Your workspace should look something similar to the image below.

Step 50

The following steps derived from free downloadable files over at HYPA.TV. You can either download the lighting presets and scale the ‘Classic’ preset so that it fits your scene accordingly, or you can follow these steps to achieve the same result. Add two ‘Area Lights’.

Step 51

Rename the first one to ‘Main Light’. Click on the ‘General’ tab and change your settings to match the settings in the photo below.

Step 52

Click on the ‘Details’ tab and modify your settings to match the settings of the image below.

Step 53

Click on the ‘Visibility’ tab and modify your settings to those that you see in the picture below.

Step 54

Click on the ‘Shadow’ tab and modify your settings to those that you see in the picture below.

Step 55

Position and rotate your ‘Main Light’ accordingly.

Step 56

Select your second ‘Area Light’ and rename it to ‘Fill Light’. Click on the ‘General’ tab and change your settings to match the settings in the photo below.

Step 57

Click on the ‘Details’ tab and modify your settings to match the settings of the image below.

Step 58

Click on the ‘Visibility’ tab and modify your settings to those that you see in the picture below.

Step 59

Position and rotate your ‘Fill Light’ accordingly.

Step 60

Add a ‘Floor’ object. Create a new ‘material’ and call it ‘white’. Change its color properties to R 255, G 255, B 255, and its Brightness to ‘90%’.

Step 61

Change its ‘Specular’ to the setting below. Add your ‘white’ material to your ‘Floor’ object.

Step 62

Add a ‘Sky Object’ to your scene.

Step 63

Create a new ‘material’ and name it ’sky’. Turn off both the ‘color’ and the ’specular’ channels and turn on the ‘Luminance’ channel.

Step 64

In the ‘Texture’ node click on the arrow to the right of it and select ‘Gradient’. Click on the ‘Gradient’ node.

Step 65

Change the ‘Type’ of Gradient from ‘2D – U’ to ‘2D – V’. Modify your swatch colors to begin with pure white and end with a light blue. Change your ‘RGB’ values to match those in the image below. Click ‘OK’.

Step 66

Add your ’sky’ material to the ‘Sky’ object you created. With your ‘Sky’ object selected, right click on it and add a ‘Cinema 4D Compositing’ tag.

Step 67

Click on ‘Tag’ tab and match your settings to the ones below.

Step 68

Add a ‘Camera’ to your scene.

Step 69

Move your ‘Camera’ to a position where your animation is centered and you can see some depth on the letters of your logo. These are my settings below.

Step 70

Open up the ‘Render Settings’ menu. Click on the ‘Output’ option and change the default setting to match the ones in the image below.

Step 71

Select the ‘Save’ option. Navigate inside your main ‘cg_tuts’ folder and click on the ‘tga’ folder. Name your file appropriately and hit ‘Save’.

Step 72

Change the ‘Format’ option to ‘TARGA’. Add a check mark to the ‘Alpha Channel’ option.

Step 73

Click on the ‘Anti-Aliasing’ option and change it from ‘Geometry’ to ‘Best’.

Step 74

Click on the ‘Option’ option, and change the ‘Ray Depth’, ‘Reflection Depth’, and the ‘Shadow Depth’ to the appropriate values below.

Step 75

Click on the ‘Effect’ button and add a ‘Global Illumination’ effect. You are now ready to render. Hit ‘Shift + R’ or select the ‘Render to Picture Viewer’ icon to start your render. Depending on how fast your machine is this can take several hours even days. Mine took around 12 hours.

Step 76

Fire up After Effects. Import your ‘TARGA’ sequence that you rendered out from Cinema 4D. Make sure that ‘Targa Sequence’ is checked.

Step 77

Drag you imported TGA Sequence onto the ‘Create a new Composition’ icon.

Step 78

Select ‘Layer’, ‘New’, ‘Adjustment Layer’.

Step 79

Rename your ‘Adjustment Layer 1′ to ‘Effects’. Navigate to ‘Effect’, ‘BCC6 Effects’, ‘BCC Film Damage’.

Step 80

Change your settings to match those of the image below.

Step 81

Create another ‘Adjustment Layer’ and rename it to ‘Glow’. Change its ‘Threshold’ to ‘50.0%’ and its ‘Radius’ to ‘30.0′. Change its ‘Blending Mode’ from ‘Normal’ to Multiply’. You can play with these settings as you like to get the look you are going for.

Step 82

Finally, add a new ‘Black Solid’. Rename it ‘Vignette’ and change its ‘Blending Mode’ from ‘Normal’ to ‘Overlay’.

Step 83

Change the default ‘Masking Tool’ from a ‘Rectangle’ to an ‘Elipse’. Double click on the icon to add a proportionately scaled mask to your ‘Vignette’ layer.

Step 84

Change your mask settings to those of the image below.

Step 85

Add your composition to the ‘Render Queue’.

Step 86

Click on the ‘Output To’ option and save your file wherever you would like it to be rendered to. Click on ‘Render’ and your done! Thanks for reading.