In this tutorial I'm going to show you how you can use Cinema 4D and Sketch and Toon to apply the popular line art styles to your 3D objects. Sketch and Toon is a fairly deep module in C4D but I'll cover all you need to know to be able to achieve this line art style look. I'll show you everything from how to flatly texture your object to how to apply strokes to your objects and even splines. I'll also demonstrate how to use Sketch Style Tags to be able to apply specific styles and sketch materials to individual objects in your scene.
Watch full tutorial & download project file here:
Learn more about Sketch Style Tags in this tutorial:
Don't have Sketch and Toon with your version of Cinema 4D? Check out my other tutorial on how to create Line Art using Cinema 4D Lite, Cineware, and After Effects:
In this tutorial we're going to sculpt out very own dragon. We'll take a look at a reference sheet containing our main inspiration (don't be afraid to use reference!). From there we're going to incorporate the features that we like the best, and of course add our own.
This tutorial is very much a lesson in sculpting and design. Something that is applicable, not just for sculpting dragons, but for anything you could imagine. We try to be as broad as possible when covering topics like these. However, when you dive into a creature like this, certain prerequisites like little knowledge about winged animals is always a good idea.
Enough talk, let's get started!
This time we'll look at how you can create microscopic shaders. We'll quickly check out the VRay Fresnel material, and then move on to the Sampler Info Node, which is the one we'll be using.
After rendering we're going to take our image through Photoshop, and we'll explore a few different techniques to spice up our image.
What you can do with this node isn't limited to this though, experiment, and try to create your own shaders using it.
Here you can get the project file that’s being used in the tutorial, this includes shaders and models.
Follow the link below for more tutorials
Since the topic digital hair is quite complicated and time consuming I've decided to share some workflows I've been discovering over the years as a grooming technical director to make the lives of hair and grooming tds easier.
This tutorial demonstrates a very easy and fast Maya workflow to generate maya curves for complex hairstyles to be used as guide curves in a given hair solution.
It's suitable for any hairlength from short to long.
No plugin required.
Curves can be exported and used in many 3D packages like 3dsMax, Softimage XSI and many more.
Total work time : 2-3 hours
So in this case I used a nurbs cape to paint the curves on but you can also use a poly cape and use a pfx pen brush to paint on the geo and at the end convert the strokes to nurbs curves.
Here a short description for both methods...
1. Model volume mesh
2. Make live
3. Draw curves using pencil curve tool
4. Select all curves and use command edit curves/dublicate surface curves
5. rebuild curves with curvature option checked a few times till the ammount of knots don't change so much.
6. Select all curves and execute command edit curves/selection/select first CV on curve/ and then shift select the actual head geo and execute script xyShrinkWrap which can be found on creativecrash.com
7. Tweak curves
1. Model volume mesh
2. Assign UVs
3. paintfx/make paintable
4. Select pen brush for pfx and start drawing the curves
5. select all resulting pfx strokes and go to modify/convert/pfx strokes to curves
6.Rebuild curves with curvature option checked a few times till the ammount of knots don't change so much.
7. Select all curves and execute command edit curves/selection/select first CV on curve/ and then shift select the actual head geo and execute script xyShrinkWrap which can be found on creativecrash.com
8. Tweak curves