Commercial CGI Beverage Workflow In C4D & Photoshop

Commercial CGI Beverage Workflow In C4D & Photoshop

8 Seasons

In this tutorial, Dustin Valkema walks us through how to create a realistic-looking glass beverage and carrier in Cinema 4D and Redshift. This tutorial is the perfect companion to the Intro To Modeling tutorial with Geoff DeVries as we're bringing both projects together to create one awesome product. Covering everything from subtle imperfections, logo placement, stacking materials, product lighting, rendering, and post-production, Dustin shows us the entire process in this project-based tutorial.

We're using Redshift inside Cinema 4D for its speed and flexibility during the material creation process and rendering. We'll dive into mixing various materials and texture maps together while previewing our changes easily. While we're using Redshift, the fundamentals of our project will carry over quite well in Octane Render.

By the end of this tutorial, you'll have a great grasp of what it takes to create awesome beverage work and gain the confidence needed to start with your own projects. You'll be introduced to various ways of thinking and problem solving as Dustin navigates this project from start to finish.

Commercial CGI Beverage Workflow In C4D & Photoshop
  • Merging Multiple 3D Models Into One Cinema 4D Project

    Episode 1

    In this video, Dustin walks us through multiple ways of merging 3D objects into one project inside Cinema 4D.

  • Creating Our Redshift Camera And Set Assets

    Episode 2

    It's time to place our Redshift camera in the scene and build any small props that we may want to use for compositional pieces. Often times with products, these can be simple primitives. We'll experiment with this here.

  • Creating Our In-Camera Composition

    Episode 3

    In this video, we're building our in-camera composition and finding ways to make our scene visually interesting using the Redshift camera.

  • 3D Composition Assignment

    Episode 4

    Dustin gives students an assignment to create their own shot composition using their current scene models.