Reach out, Share and Demonstrate each other to grow and get better at what we love to do. I loved working on this project and want to share some of its insights on how I approached to color the elements. Go to: sandervandijk.tv/color and download the aep file for free to find out how. Step by step instructions on how to create this can be found in the project file. Understand and discover how it is set up so you can use it for your project.
Leave a comment if you find it helpful and if you see more possibilities for improvement from your unique perspective!
As requested I've made the breakdown of Mr. Cube and my take on how to achieve this style.
Method 1 0:48 : After Effects shape layers - done by keyframing paths and opacity on and off.
Method 2 7:43 : Photoshop Extended video timeline layer - import video into Photoshop and create path and draw on black video layer
Method 3 10:45 : Photoshop Extended video frames as layers - import video into Photoshop as separate layers and draw on new layer then export. I haven't used this yet but I think it will work.
Method 4 : Flash - convert video to flv and import into timeline. Draw your path or paint of a separate layer export image sequence. I don't go into explaining this because I'd probably just make a fool of myself with what I know about Flash.
Thanks for watching let me know if you guys have any questions!
If you are following my vimeo quicktips you probably know that one can use one either the shatter deformer or the explosion deformer and a fracture object in order to colorize polygons. (vimeo.com/21813389) As that technique can get very slow with high polygon count I came up with this little gem. The basic concept consists of shifting a vertex map with the transform effect inside the layer shader so it "fills" up the polygon with one single color which can be colorized afterwards.
Following up on my last quick tip, here's a way to colorize polygons with a uv map.
There are a couple of other ways to do this, but with a uv map one stays flexible and there is
no generator object which slows down the scene. In the video you see me taking the square root
of the polygon count and then rounding this number up in order to have a value to be used on a
plane and on the pixel shader. This is a quick way to have approximately the same polygon count
as with the object we want to colorize. By deleting unnecessary polygons and having exactly the
same count we are able to just take uv tag from the plane and drop it onto our object. This technique
works for triangles and for quads. For ngons it unfortunately doesn't :-)
The main concept for this method is relatively easy to grasp, you take the UV coordinates from a single polygon which consists of a square filling the entire UV space and apply it to a more compex object. Every polygon now gets the same texture information from UV space. By applying an outlined square texture (a square gradient will also do the job) one can get a classic wireframe render. The benefits of this method are fast render times, rendering of Isolines and works with every 3rd party Renderer inside C4D as it is UV based. This technique works best with evenly subdivided surfaces consisting of triangles and/or quads.
A modification of this technique allows even for randomly colorizing on a per polygon basis. Have fun :-)