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FLOW | A Mograph & VFX Process Series

Da non perdere questa super risorsa per VFX e Motion Artist by Craig Whitaker e EJ Hassenfratz, la video serie si chiamata ‘FLOW’ e andrà ad affrontare il flusso di lavoro in Cinema 4D & Nuke.

FLOW – Part 01 – Cinema 4D & Nuke workflow

FLOW will explore that workflow experienced in a real life motion graphics & visual effects project. Artist Craig Whitaker will guest host this series along with myself and we will discuss both the “how” of getting through a project as well as the often more important, “why”. We will begin at the early stages of art direction, script review and initial client requests. As we move through the project, various software techniques and choices will be explained and demonstrated – with the focus being on why each step of the project was completed in a certain fashion. Topics will include but are not limited to: art direction, addressing client demands and changes, matchmoving, when to get out of 3D, and much, much more.


FLOW – Part 02 – Cinema 4D & Nuke workflow


FLOW is a multi-part series that explores the steps of a motion graphics & visual effects project. Artists Craig Whitaker and EJ Hassenfratz will discuss both the “how” of getting through a project as well as the often more important, “why”. We will begin at the early stages of art direction, script review and initial client requests. As we move through the project, various software techniques and choices will be explained and demonstrated – with the focus being on why each step of the project was completed in a certain fashion. Topics will include but are not limited to: art direction, addressing client demands and changes, matchmoving, when to get out of 3D, etc. Authors – Craig Whitaker & EJ Hassenfratz


FLOW – Part 03 – A Mograph & VFX Process Part 03: Creating the Data Flow in Cinema 4D

Please enjoy Part 3 where we will take a look at how I created the data flow in Cinema 4D using the 3D tracking data Craig created in Nuke in Part 2. First, we’ll go over the importance of using reference images to help open the visual conversation with the client for the purpose of pinning down an approved concept and direction. Then, we’ll look at some of the R&D process that helped us to arrive at a solution for how to technically achieve the data flow look and movement for the purpose of the animation. Finally, we will go over how to handle client feedback that can force you to scrap your original concept and how to stay on track to deliver on time despite large scale client changes.


FLOW – Part 04– Building our Composite in Nuke

Part 04 – Picking up at the end of Part 03, we will take our project from Cinema 4D and bring the renders in Nuke. We will look at some of the initial look development, working with RGB (fresnel) passes to drive color in composite, building an art directable script, working with Vector Blur and iDistort plus much more.


FLOW – Part 05 – Working with 3D Objects in Nuke

FLOW – Part 05 – Working with 3D Objects in Nuke from Craig Whitaker on Vimeo.

Part 05 – Exploring 3D objects and lights inside of Nuke‘s powerful 3D environment. We’ll examine the Displace Geo node and how it can save you from needing to roundtrip to a dedicated 3d package. We’ll also add a light to our scene to enhance the look of our object.

 

 


Check the original Article here: http://www.eyedesyn.com


 

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