Idents For Cinema 4D: TV

Expert Training With Tim Clapham

$59 USD

Creative Process

Learn the entire creative and production process, from concept to final render

Best Practice

Learn best practice techniques used by Tim to create award winning spots

Stand Out

Learn how to make your projects stand out through strong attention to detail

Lesson Outline

This series will guide you through the process of dissecting and calibrating a camera from a photograph. We model some simple letters and then rig and weight them so they are suitable for animated cloth simulation. Of course, no ident is complete without shaders, lighting and rendering. We create a complex material using multiple shaders whilst adding and finessing the lighting for the scene.

Rendering is an integral part of any project, but optimising your scene before hitting go is an essential part of the process. We examine various ways of fine tuning our settings to reduce render time without compromising on quality.

For the final chapter in Cinema 4D we configure our multipass render settings to assure we have accurate colour management using linear workflow throughout the project which ensures our renders will translate into After Effects without issues.

Before jumping into After Effects with our pre-rendered passes, we examine the After Effects Cineware effect which allows us to open our Cinema 4D file directly in After Effects. Tim discusses the suitability of using Cineware, and the pros and cons of this approach.

Finally we bring our render passes in to After Effects, using native effects we grade and colour correct the various passes. Using mattes to isolate elements and depth effects from our multipass renders.

Introduction & Preparing the Photograph

  • Choosing the right photograph
  • Shooting for HDRI
  • Disassembling the photograph in Photoshop

Calibrating the Photo in Cinema 4D

  • Preparing the Cinema 4D scene parameters
  • Working with Linear Workflow
  • Calibrate the Photograph in Cinema 4D
  • Using the Camera Calibration Tag
  • Drawing lines for calibration

Building Geometry For Camera Mapping

  • Automatically creating Camera Mapping Tags
  • Adding geometry to match elements in the photo

Modelling the Text

  • Creating geometry from Illustrator artwork
  • Defining edges
  • Subdivide for cloth topology
  • Building the Cloth Framework
  • Belting Cloth, adding thickness and sub-divisions
  • Modelling a Control Cage

Rigging the Framework & Cloth

  • Create joints chain with joint tool
  • Binding the bones to the mesh
  • Painting weights, using the weight manager and weight tool
  • Deforming Cloth Framework with Mesh Deformer
  • Adding and linking user data with Xpresso

Animating the Rig 

  • Testing the rig
  • Animating the joints
  • Animating the cloth parameters
  • Using particle forces with cloth

Cameras and Initial Lighting

  • Adding cameras
  • Using the Motion Camera Tag
  • Using the stage object to test edit
  • First lighting pass

Light and Shaders

  • Working with a Light Dome for ambient light
  • Adding a key light
  • Matching the background plate
  • Adding fill light
  • Basic UV mapping
  • Creating the material
  • Noise
  • Colouriser
  • Filter
  • Sub-Surface Scattering
  • Layer Shader
  • Fresnel
  • Illumination Modes


  • Using Compositing Tags
  • Configure cameras for depth pass
  • Using Parent/Child Render Settings
  • Configuring Multipass
  • Testing the multipass settings
  • Test renders
  • Optimising for faster rendering

Working with Cineware in After Effects

  • Brief overview of Cineware
  • Pros & cons of this approach

Compositing in After Effects

  • Import an AEC file from Cinema 4D to After Effects
  • Organise the project window
  • Configure Project Settings for colour management
  • Check interpretation of imported renders
  • Grade individual passes
  • Using object buffers to isolate elements
  • Adding depth of field
  • Alternative uses of depth pass
  • Creating adjustment layers from object buffers
  • Adding Light Leaks and flares


Trainer & Requirements