3D design & composing: Cinema 4D meets Photoshop Language: German

3D design & composing: Cinema 4D meets Photoshop

Photography & image editing, 3D, Audio & Video 52 Videos · 7.1 h Video training · English Uli Staiger by Uli Staiger

When two masters of their craft come together with two of the most popular programs for a project, the result is something very special. Experience with composing professional Uli Staiger and digital artist Christian Gerth how the 3D design of a futuristic city is created in Cinema 4D and then brought to life in Photoshop.

  • 7 hours of video training to learn effective know-how in a friendly way
  • For optimal traceability incl. working materials
  • Maximum creative training: reproduction of the cover motif

Get the best out of both programs - Uli Staiger and Christian Gerth will show you the way!

content

52 Videos, 425 minutes

Cinema 4D

34 Videos · 208 minutes
01 Open free of charge

Cinema 4D meets Photoshop: I - 1.1 Explaining Greebler: Ordering and installing Greebler

The "Greebler" plug-in is a central element of this video training. Here you can see what it can do in principle and where you can get it from.

02 Open

Cinema 4D meets Photoshop: I - 1.2 Explain Greebler: Functional principle

In this video training you will learn how the Greebler works and, above all, why it works. The relationship between the number of segments of an object and the number of greebles is also explained.

03 Open

Cinema 4D meets Photoshop: I - 1.3 Explain Greebler: Object tab

Many basic settings are controlled under the "Object" tab. This is where you set the start value and determine whether the greebles are created on the inside or outside of an object.

04 Open

Cinema 4D meets Photoshop: I - 1.4 Explain Greebler: Bevels of the polygons/subdivisions

The "base" is effectively the foundation of the greebles. It contributes significantly to the complex appearance of the overall view because it extrudes the polygons of the greebled object to varying degrees. You can also learn what you can do with frozen selections here.

05 Open

Cinema 4D meets Photoshop: I - 1.5 Explaining Greeblers: How Stock Greebles work

The Stock Greebles are the existing Greeble objects that you can distribute in the scene. You can use the "Stocker" tab to define the position, size, distance to the object and many other things.

06 Open

Cinema 4D meets Photoshop: I - 1.6 Explaining Greeblers: Influencing the shapes of Stocker Greebles

"Shapes" are forms. These can be controlled via a probability value between 0 and 100%. You can also define the composition of the so-called "bars" here in the "Grouping" menu.

07 Open

Cinema 4D meets Photoshop: I - 1.7 Explaining Greebler: Using your own objects

"Nurnies" are objects that you can add to the scene yourself. This allows you to apply your own objects as greebles to an object. As the whole thing also works with render instances, the scene can be very generously equipped.

08 Open

Cinema 4D meets Photoshop: I - 1.8 Explain Greebler: Inserting several Nurnies

The library is your database into which you can add as many Nurnies, i.e. your own objects, as you like. Once they are integrated into the scene, they can be controlled in the same way as the Stocker Greebles. Here you can see how you can quickly add several objects to the scene.

09 Open

Cinema 4D meets Photoshop: I - 2.01. Modeling a scene: Creating a central base

The central base is, so to speak, the foundation on which the entire city scene is built. We set up a camera right at the beginning so that the perspective is defined and the position of the individual city components can be distributed as effectively and impressively as possible.

10 Open

Cinema 4D meets Photoshop: I - 2.02. Modeling a scene: Customizing the scene view

The aspect ratio plays an important role in the image effect. Panorama formats generally look more dynamic than a square. In this video training, we set the aspect ratio for the newly created 3D camera.

11 Open

Cinema 4D meets Photoshop: I - 2.03. Scene modeling: Greebel central base

The base element is first edited using various extrusion tools and then placed in a Greebler object. It is easier to adjust the values by holding down the Alt key, as only tenths of a step are executed instead of whole steps.

12 Open

Cinema 4D meets Photoshop: I - 2.04. Modeling a scene: Create lower base

A second component is created from the first. Some polygons are then deleted and the resulting hole is closed again with the polygon pen. Alternatively, the hole can also be closed with the bridge tool.

13 Open

Cinema 4D meets Photoshop: I - 2.05. Scene modeling: More subdivision for more greebles

The side walls could hold more Greebles if their subdivision were higher. The new side walls are therefore cut with the knife in loop mode and then extruded. Increasing the angle in the extrusion dialog plays an important role here.

14 Open

Cinema 4D meets Photoshop: I - 2.06. Modeling a scene: Building a basic shape for a round building

The next building will be a round building. It is created from a disk whose polygons are selected and partially deleted, then extruded. This basic shape can now be further processed and shaped.

15 Open

Cinema 4D meets Photoshop: I - 2.07. Modeling a scene: Subdivide a round building

First, architectural details are added to the roof, then the façade is subdivided more finely. The plane mode of the cutter is better suited to this than the loop mode. The subsequent extrusion is carried out in the same way as for the lower base.

16 Open

Cinema 4D meets Photoshop: I - 2.08. Modeling a scene: Insert Greebles

The technique is largely straightforward: the building is gegrabbed. In this video training, the main focus is on setting the size and number so that both match the building. To check this, we set a light source at the end of the video training and render the result.

17 Open

Cinema 4D meets Photoshop: I - 2.09. Using Antennas as Nurnies

As there is no element in the Stocker Greebles that looks like an antenna, we have to create one and transfer it to the Greebler database. From there, we then call it up again and assign it to the building.

18 Open

Cinema 4D meets Photoshop: I - 2.10. Tower - Build foreground from landscape object

We need a detailed, large object in the foreground. This gradation in size adds depth to the motif, making it appear almost three-dimensional. The object in the foreground is modeled from a landscape object.

19 Open

Cinema 4D meets Photoshop: I - 2.11. Insertion in the foreground and greebeln

After greebling the tower, it is closed and loaded into the final scene. This has the great advantage that you can adjust its size and that of the greebles to the final scene.

20 Open

Cinema 4D meets Photoshop: I - 2.12. Assembling a mushroom object

Organic shapes form a stark contrast to the technical character of the city. That is why the landscape tower is being further developed into a mushroom-like building. To do this, we need a flat cylinder that is shaped using various extrusions.

21 Open

Cinema 4D meets Photoshop: I - 2.13. Building exoskeleton

We add a further, very small detail to the "stem" of the mushroom. Its basic shape is simply duplicated and placed in an atom array to create a kind of exoskeleton. This can be deformed very intuitively with the magnet tool and makes the building look even more organic.

22 Open

Cinema 4D meets Photoshop: I - 2.14. Build more custom and stick buildings

This video training is about free modeling. You'll see how you can create an imaginative building that looks good in the scene with just a few simple steps. Let your creativity run wild and try to build other buildings along similar lines!

23 Open

Cinema 4D meets Photoshop: I - 3.1 Create material

We create a new material for the exterior facades. You will learn that there are basically two ways to load photographed materials into the color channel and also what advantages and disadvantages both methods have. A light gloss completes the material.

24 Open

Cinema 4D meets Photoshop: I - 3.2 Gaining more structure with Normalizer

Structure can be applied to the façades quickly and easily using the relief channel. However, if you use the normalizer channel instead of the relief channel, you can add significantly more detail to the structure. The prerequisite is to load the Normalizer into the channel.

25 Open

Cinema 4D meets Photoshop: I - 3.3 Testing different types of mapping

A little mapping 101: We test different types of mapping and look at their advantages and disadvantages. Even if the material is partially painted over later in Photoshop, it still ensures that the city doesn't look too smooth and colorless. The tile value distributes the material evenly over the individual objects.

26 Open

Cinema 4D meets Photoshop: I - 3.4 Adding a small spaceship

The small spaceship brings even more detail and movement to the scene, it is simply added, scaled and moved to a position where it comes into its own. You are welcome to duplicate it and place it in several places in the scene.

27 Open

Cinema 4D meets Photoshop: I - 4.1 Creating a local light source

The scene lives not only from the finely modeled models, but also from the light. In this video training, we bring a local light source into the scene. To ensure that the shadows are calculated correctly, we use a soft shadow, because the surface shadow, which is better in itself, sometimes impairs the lighting effect in open rooms.

28 Open

Cinema 4D meets Photoshop: I - 4.2 Inserting a light source from below

Another local light source reinforces the impression of a complex city. To make the lights look natural, you should make sure to use slightly different light colors. A light, warm yellow and a cool cyan to green are best suited.

29 Open

Cinema 4D meets Photoshop: I - 4.3 Inserting a physical sky

The physical sky provides the light for the overall scene. So that you can rotate it to the right position, we add the shadows via the options menu of the editor. You will then already see these in the unrendered editor, which makes the setting much easier.

30 Open

Cinema 4D meets Photoshop: I - 4.4 Fine-tuning the sky

The sky still needs to be fine-tuned. This includes adjusting the intensity of the sun, defining its time and position more precisely and minimizing the colour intensity of the shadows.

31 Open

Cinema 4D meets Photoshop: I - 5.1 Create GI and AO

Global Illumination and Ambient Occlusion are the two most important render effects for photorealistic rendering. Although you could use them as they are, a few small settings will help a lot to improve the result and speed up rendering.

32 Open

Cinema 4D meets Photoshop: I - 5.2 Creating separate render channels

The different material properties such as highlights and reflections should appear as separate layers in Photoshop if possible. So we create a multi-pass rendering, where the GI, the AO and the shadows are also assigned their own layers.

33 Open

Cinema 4D meets Photoshop: I - 5.3 Creating all object channels

In addition to separate layers, it would also be helpful to have separate alpha channels for the different buildings. We therefore assign each building its own render tag in the Object Manager. According to the ID of the tag, separate object channels are created in the render presets, which will appear as alpha channels in Photoshop.

34 Open

Cinema 4D meets Photoshop: I - 5.4 Saving the file

The rendered result is saved as a 16-bit file. Before you close Cinema 4D, open the psd file in Photoshop and check that everything is rendered correctly. If necessary, you can save the file again. Cinema 4D calculates the fill method for the highlight layer incorrectly, you will have to change this manually in Photoshop.

01

Cinema 4D meets Photoshop: I - 1.1 Explaining Greebler: Ordering and installing Greebler

5 min Open
02

Cinema 4D meets Photoshop: I - 1.2 Explain Greebler: Functional principle

4 min Open
03

Cinema 4D meets Photoshop: I - 1.3 Explain Greebler: Object tab

8 min Open
04

Cinema 4D meets Photoshop: I - 1.4 Explain Greebler: Bevels of the polygons/subdivisions

10 min Open
05

Cinema 4D meets Photoshop: I - 1.5 Explaining Greeblers: How Stock Greebles work

9 min Open
06

Cinema 4D meets Photoshop: I - 1.6 Explaining Greeblers: Influencing the shapes of Stocker Greebles

5 min Open
07

Cinema 4D meets Photoshop: I - 1.7 Explaining Greebler: Using your own objects

8 min Open
08

Cinema 4D meets Photoshop: I - 1.8 Explain Greebler: Inserting several Nurnies

3 min Open
09

Cinema 4D meets Photoshop: I - 2.01. Modeling a scene: Creating a central base

5 min Open
10

Cinema 4D meets Photoshop: I - 2.02. Modeling a scene: Customizing the scene view

4 min Open
11

Cinema 4D meets Photoshop: I - 2.03. Scene modeling: Greebel central base

8 min Open
12

Cinema 4D meets Photoshop: I - 2.04. Modeling a scene: Create lower base

8 min Open
13

Cinema 4D meets Photoshop: I - 2.05. Scene modeling: More subdivision for more greebles

4 min Open
14

Cinema 4D meets Photoshop: I - 2.06. Modeling a scene: Building a basic shape for a round building

4 min Open
15

Cinema 4D meets Photoshop: I - 2.07. Modeling a scene: Subdivide a round building

5 min Open
16

Cinema 4D meets Photoshop: I - 2.08. Modeling a scene: Insert Greebles

5 min Open
17

Cinema 4D meets Photoshop: I - 2.09. Using Antennas as Nurnies

7 min Open
18

Cinema 4D meets Photoshop: I - 2.10. Tower - Build foreground from landscape object

9 min Open
19

Cinema 4D meets Photoshop: I - 2.11. Insertion in the foreground and greebeln

6 min Open
20

Cinema 4D meets Photoshop: I - 2.12. Assembling a mushroom object

7 min Open
21

Cinema 4D meets Photoshop: I - 2.13. Building exoskeleton

9 min Open
22

Cinema 4D meets Photoshop: I - 2.14. Build more custom and stick buildings

10 min Open
23

Cinema 4D meets Photoshop: I - 3.1 Create material

8 min Open
24

Cinema 4D meets Photoshop: I - 3.2 Gaining more structure with Normalizer

6 min Open
25

Cinema 4D meets Photoshop: I - 3.3 Testing different types of mapping

7 min Open
26

Cinema 4D meets Photoshop: I - 3.4 Adding a small spaceship

4 min Open
27

Cinema 4D meets Photoshop: I - 4.1 Creating a local light source

6 min Open
28

Cinema 4D meets Photoshop: I - 4.2 Inserting a light source from below

5 min Open
29

Cinema 4D meets Photoshop: I - 4.3 Inserting a physical sky

4 min Open
30

Cinema 4D meets Photoshop: I - 4.4 Fine-tuning the sky

5 min Open
31

Cinema 4D meets Photoshop: I - 5.1 Create GI and AO

4 min Open
32

Cinema 4D meets Photoshop: I - 5.2 Creating separate render channels

6 min Open
33

Cinema 4D meets Photoshop: I - 5.3 Creating all object channels

4 min Open
34

Cinema 4D meets Photoshop: I - 5.4 Saving the file

6 min Open

Photoshop

18 Videos · 219 minutes
35 Open free of charge

Cinema 4D meets Photoshop: II - 1.1 Overview - Photoshop part

In this video training you will learn what the second part is all about. I will use an existing project to show you the respective work steps.

36 Open

Cinema 4D meets Photoshop: II - 1.2 Mixing the different render passes

Various render passes can be used to further blend the appearance without additional elements. The resulting layer now forms the basis for the final product.

37 Open

Cinema 4D meets Photoshop: II - 1.3 Working with alpha channels

The object channels created in Cinema4D can now be found in the Channels palette in Photoshop. From here, you can select individual elements very quickly and easily. I will also show you what you need to bear in mind when transforming.

38 Open

Cinema 4D meets Photoshop: II - 1.4 Creating perspective guides

Despite the clean perspective of the rendering, it is necessary to draw in perspective guidelines. This can be done very easily and quickly with a free extension.

39 Open

Cinema 4D meets Photoshop: II - 2.1 Inserting a background using alpha channels

To increase the reality of the image, a photorealistic sky is required. However, this is quickly done with the alpha channel and three photo textures.

40 Open

Cinema 4D meets Photoshop: II - 2.2 Inserting a basic atmosphere

An atmospheric perspective is necessary to give the image depth. However, this can be easily controlled and adjusted using the tonal values.

41 Open

Cinema 4D meets Photoshop: II - 2.3 Defining the light source

In addition to the atmosphere, it is also worth accentuating the main light at this stage. This can be switched on and off again and again in a separate group.

42 Open

Cinema 4D meets Photoshop: II - 2.4 Depth through background elements

The depth can be increased even more by adding buildings in the background. This can be done quickly using the shape recycling method.

43 Open

Cinema 4D meets Photoshop: II - 3.1 Preparation for texturing

Before texturing, it is worth putting together a set of photos for the first time. In combination with a good set of brushes, you can finally get started!

44 Open

Cinema 4D meets Photoshop: II - 3.2 Inserting photo structures I

With the help of photo structures, many new details are now added to the image. Thanks to the tonal value control and the perspective guide lines, their appearance is also quickly adapted to the rest of the image.

45 Open

Cinema 4D meets Photoshop: II - 3.3 Inserting photo structures II

The next step is texturing. You can also achieve great effects with other layer modes.

46 Open

Cinema 4D meets Photoshop: II - 3.4 Adding shapes using custom shapes

The "Custom Shapes" tool is very often underestimated or not used at all. In this video training, I would like to show you how you can best incorporate it into your existing techniques.

47 Open

Cinema 4D meets Photoshop: II - 4.1 Inserting light structures with the help of photo textures

Photos are also ideal for highlight textures. You simply need the "Color dodge" layer mode for this.

48 Open

Cinema 4D meets Photoshop: II - 4.2 Creating lighting effects with the polygon lasso and custom shapes

Light edges significantly enhance the sci-fi look of an image. These are created quickly and easily using the polygon lasso tool and the "Linear dodge" mode.

49 Open

Cinema 4D meets Photoshop: II - 4.3 Creating lighting effects with custom brushes

Although many things would be possible with Jonas De Ro's brush set, it is always interesting to see how easy and effective it is to create your own brush tips.

50 Open

Cinema 4D meets Photoshop: II - 4.4 Smoke and atmosphere details

Adding smoke and atmosphere makes the image even more legible and makes it possible to blur unsightly areas.

51 Open

Cinema 4D meets Photoshop: II - 4.5 Cloning and adding spaceships

To bring even more life into the picture, additional spaceships are needed. These can either be cloned directly or added from other files.

52 Open

Cinema 4D meets Photoshop: II - 4.6 Final look using adjustment layers

With various adjustment layers and fine textures, you can create a uniform look across the entire image. Sharpen with the high-pass filter - done!

35

Cinema 4D meets Photoshop: II - 1.1 Overview - Photoshop part

7 min Open
36

Cinema 4D meets Photoshop: II - 1.2 Mixing the different render passes

11 min Open
37

Cinema 4D meets Photoshop: II - 1.3 Working with alpha channels

11 min Open
38

Cinema 4D meets Photoshop: II - 1.4 Creating perspective guides

16 min Open
39

Cinema 4D meets Photoshop: II - 2.1 Inserting a background using alpha channels

9 min Open
40

Cinema 4D meets Photoshop: II - 2.2 Inserting a basic atmosphere

11 min Open
41

Cinema 4D meets Photoshop: II - 2.3 Defining the light source

9 min Open
42

Cinema 4D meets Photoshop: II - 2.4 Depth through background elements

16 min Open
43

Cinema 4D meets Photoshop: II - 3.1 Preparation for texturing

6 min Open
44

Cinema 4D meets Photoshop: II - 3.2 Inserting photo structures I

18 min Open
45

Cinema 4D meets Photoshop: II - 3.3 Inserting photo structures II

20 min Open
46

Cinema 4D meets Photoshop: II - 3.4 Adding shapes using custom shapes

12 min Open
47

Cinema 4D meets Photoshop: II - 4.1 Inserting light structures with the help of photo textures

16 min Open
48

Cinema 4D meets Photoshop: II - 4.2 Creating lighting effects with the polygon lasso and custom shapes

11 min Open
49

Cinema 4D meets Photoshop: II - 4.3 Creating lighting effects with custom brushes

16 min Open
50

Cinema 4D meets Photoshop: II - 4.4 Smoke and atmosphere details

9 min Open
51

Cinema 4D meets Photoshop: II - 4.5 Cloning and adding spaceships

12 min Open
52

Cinema 4D meets Photoshop: II - 4.6 Final look using adjustment layers

9 min Open

Examples of use

  • Greebler City
    Open gallery
    Become the creator of the "Greebler City".
  • Futuristic city scene, created as a 3D design in Cinema 4D and edited in Photoshop
    Open gallery
    You will create this futuristic city in Cinema 4D and refine it further in Photoshop.
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