In this tutorial, Dustin Valkema and Geoff DeVries have been given the task of taking a custom-built dining table and chair set from Goebel Furniture, a custom furniture company, and visualizing it, with its color variations in 3D using Cinema 4D and Redshift.
Throughout this process, we'll discuss the project's expectations, the 3D model creation process, ways to expedite your visualization workflow, and much more, prior to our project walkthrough and creating the final set of images from start to finish by setting up our composition, lighting, materials, rendering and post-production processes in Photoshop with Dustin. We're ready to dive in when you are, let's get started.
By the end of this tutorial, you'll have the confidence and creative competence to begin creating your own interior renders for clients. Whether minimal or complex, the foundations learned here will reduce the learning curve of such processes. Consider this a firm foundation for your architecture visualization and interior rendering journey.
In this video, Dustin gives us an intro to the tutorial, shows what we're creating, what software we're using, his system specs, and discusses the tutorial downloads folder where you can find the provided assets for the training.
Dustin discusses the project we're getting into and what kind of work this is. There is definitely a balance between good, fast, and cheap when taking on projects. In this case, we're going to dive into how we can help clients address lower-budget projects. Client education is key when laying out...
In this video, Dustin discusses what his workflow for a project like ours would look like from start to finish. Sometimes we get a lot to work with from a client, and sometimes we don't. We discuss with Dustin how he navigates his creative decisions throughout the project.
In this video, Geoff Devries discusses what CAD is, and the pros and cons of working client-provided CAD models. We take a look at what his process looked like when creating our production-ready models using CAD as a reference.
Geoff DeVries gives us an overview of how our room was built in Modo, along with a discussion on what details need to go into most environments.
This video is all about working with good 3D resources and building an organized library of assets to use. Dustin walks us through his favorite paid and free online "shops" for 3D models, Textures, and Goodies. He discusses how to make the most of your purchases by creating asset libraries of you...
Dustin examines the 3D models received from Geoff Devries and ensures they're good to go before moving forward with the project.
In this video, Dustin walks us through our render settings for Cinema 4D and Redshift.
Dustin opens Cinema 4D's Asset browser and uses its models to build subtle propping in our environment.
In this video, Dustin walks us through setting up our composition using the Redshift Camera.
Dustin gives the assignment of creating your own camera composition.
Dustin walks us through how he sets up his scene when lighting interiors, before materials are applied.
Dustin walks us through how to set up our ambient/environmental lighting using HDRI maps.
Dustin walks us through portal lights and what they do in aiding HDRI maps in our interior scenes.
In this video, Dustin lights the dining set using area lights in our scene.
Dustin discusses how to work with flags and bounce cards using primitive objects and Redshift Materials.
Dustin gives participants a lighting assignment.
Dustin discusses the details that matter most in this scene and how to keep a focused view of your overall scene.
Dustin walks us through building our glass material for the windows, bringing them back into our scene.
Dustin builds the material for our concrete floor
Dustin builds a semi-gloss material for the painted trim.
Dustin builds the base walnut material for our table and chairs.
Dustin builds the base Cherry wood material for our table and chairs.
Dustin builds the white oak material for our table and chairs.
Dustin creates the fabric material for the straps of the chair.
Dustin shows how to create quick and useful materials for non-focal elements of our scene.
Dustin discusses the usefulness of creating materials using PBR textures without getting very detail-oriented.
Dustin discusses how to duplicate materials as well as override them quickly.
Dustin Balances the lighting in our scene to help the material details to remain intact.
Dustin gives students an assignment to light their alternate scene using skills learned.
Dustin walks us through the final steps in creating how to give your scene a "once over" prior to rendering your final images Using C4D Takes.
Dustin walks us through how to set up an action for our smart objects script for ease of use.
Dustin walks us through how to organize our scene file for compositing.
Dustin shows how to build a mask library in photoshop channels using our rendered layers.
Dustin shows us how to create our aces transforms above our scene layers and how to lock them down. This action is great and can be reused as needed.
Dustin shows us how to build a bloom and glare pass using blend modes and our flattened rendered image from redshift.
Dustin shows the steps of rebuilding our beauty pass from our Renderview in photoshop using Redshift AOVs. He examines the flattened render to ensure it's correct.
Dustin begins the compositing stage of his render, walking us through how to manipulate isolated parts of the image.
Dustin shows us the process of using Camera RAW to color grade our final image using a stamp visible smart object.
Dustin gives students their final assignment in creating their own version of this project using learned post-production techniques.
Dustin gives an overview of the project and what's been learned in the tutorial. Thanks, participants for taking the time to "hang" and create an awesome piece of work.