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I will be taking on the role as Creative/Art Director on a Short Web Series created by a close friend of mine Lehr Beidelschies. Lehr is half creator of the website Everything is Terrible.

The Series is titled Sex City. You can click here to see where we are at in our production timeline.

My role is to help Lehr coordinate the production process. Lehr and I will work together to put the course together for the other students (Summer Project Bluelight for DePaul University 10 – 20 Students). I will also be helping with the modeling, shooting, texturing and lighting.  The film centers around two young men that buried their porn collection. Years later they come back to find that it has grown into a city: Sex City.

So far we have begun by creating a Dropbox that is organized with various folders containing all data/documents/notes. This week we will going through each building and setting up a shot breakdown. Almost all the elements in this film will be created in 3d software rendered out and used as plates to shoot against. We will be using Maya 2012 in participation with a small group of 10 – 20 students. It was nice joining the project and finding out he already did much of the pre-production (look-book, concepts and designs) work needed for us to keep our schedule.

Today I modeled a simple primitive scale of the city which you can see above in the gallery. I will be keeping you posted here throughout the process.

 

-mattnikkila

 

  1. Hey Nick! Awesome Tips! Fit to region is ditenefly a helpfull one!Here are some tips that I figured out with Texturing: 1. If you work with different Applications for generating Textures, it happens from time to time that you have mirrored Textures. This can easily be corrected in Cinema if you right-click on the assigned Texture in the object manager and go to Mirror Veritcally .2. It’S ditenefly worth to check out the Shaders in the MAterialeditor-> File-> Shaders! (Banji, Banzi, etc.)3. You can change the specular-type of a MAterial if you go to the Illumination Channel and switch the Model to Phong, Blinn or Oren Nayer.Actually I don’t know what they do exactly, but as a rule of thumb it seems that Blinn works best for organic stuff and Phong for anorganic stuff.4.Cinema is a bitch when it comes to laiing out UVs. -.- I highly recommend a dffrent application 5. There’s a little Plugin arround called Reference-Shader . It’s really helpful check it out! 6. If you get used to Vertex-Maps you can easily blend an mix Materials on one object without acually using any Textures itself! Just draw where you want it and your good to go! Thats all for now! Hope it helps somewhat! Cheers, Fabian

    • 4 years using 4d and I have never seen the texture grid until your dog tags truotial.I just use texture tags with C1,R1 ect.This is a cool alternate though.I learned quick tip the other day:Say you have four planes that make a square and you want the four planes to display a single picture and you want to move the planes around and keep that same pic on each one.Put the 4 editable planes in a group put the picture texture on the group, set it to cubic >fit to object then go tags>copy tags to children, viola! the texture will stay on the planes when you move them.Thought I’d share that little nugget.There might be an easier way in Mograph but I don’t have it.Thanks again.

  2. Hey Nick! Awesome Tips! Fit to region is deftniely a helpfull one!Here are some tips that I figured out with Texturing: 1. If you work with different Applications for generating Textures, it happens from time to time that you have mirrored Textures. This can easily be corrected in Cinema if you right-click on the assigned Texture in the object manager and go to Mirror Veritcally .2. It’S deftniely worth to check out the Shaders in the MAterialeditor-> File-> Shaders! (Banji, Banzi, etc.)3. You can change the specular-type of a MAterial if you go to the Illumination Channel and switch the Model to Phong, Blinn or Oren Nayer.Actually I don’t know what they do exactly, but as a rule of thumb it seems that Blinn works best for organic stuff and Phong for anorganic stuff.4.Cinema is a bitch when it comes to laiing out UVs. -.- I highly recommend a dffrent application 5. There’s a little Plugin arround called Reference-Shader . It’s really helpful check it out! 6. If you get used to Vertex-Maps you can easily blend an mix Materials on one object without acually using any Textures itself! Just draw where you want it and your good to go! Thats all for now! Hope it helps somewhat! Cheers, Fabian

  3. I’m a game development sedtunt, but I know quite a few graphic designers, professionals and sedtunts alike.It’s pretty common for a designer to miss basic 3D concepts like UV unwrap, vertex/face normal, normal/bump/parallax mapping, tessellation, etc etc let alone know what they actually do. I’ve seen designers (including you, Nick) use very basic 3D techniques and come up with AMAZING results.Now, I know my way around through several polygon based applications like Maya, Softimage, Animation Master and 3Ds Max and I’ve been tweaking around with Cinema 4D for about 2 weeks now (thanks to this site). All I have to say is that I Am Impressed. This application IS the most intuitive and easy to use I’ve got my hands with. Its modeling tools are WAY better than Maya’s and its advanced renderer is just as good as it can get. Dynamics are very easy to understand too and while somewhat limited they still get the job done.I can only imagine what some designers could do if they took full advantage of their 3D software of choice.Hope to see more in-depth tuts soon. Oh and thanks for this site, really inspiring.

  4. Thanks for the tutorial, but I notcied some iffy practices:The pipes should be defined with paths. An order 2 path will give you rounded edges and a consistent diameter.The black artifacts were caused by misaligned normals. Use align normals. If you want sharp edges on smoothed shapes, use an edgesplit modifier, you can specify which edges are sharp by marking them with mark sharp (ctrl+e) for the edge split modifier. Adding geometry is not the way to do it.shift + h hides everything that isn’t selected if you are trying to focus on something.shift + e defines an edge crease which creates sharp edges in a subsurf. They wont be rounded however, so many people still add geometry to sharpen an object. Sometimes a bevel modifier with bevel weights is a smarter choice. (You can use multiple bevels to round weighted areas out.)also, in general it’s a good idea to sketch the layout of your scene.

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