July 14, 2020No Comments

Layering surfaces procedurally in C4D with Redshift

I really love the 3D look development process — taking raw scenes or models and refining them into their final visual form. It can be a very detailed process involving both surfacing and lighting. On the surfacing side, layering textures and/or materials is very common as you build up the visual detail of a form.

Ideally, you want to start with a super clean mesh and properly unwrapped UVs — but hey, if you're a working motion designer in advertising, who's got time for that? 🙂

Here's my basic approach to layering textures and materials, the quick 'n procedural way.

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June 11, 2020No Comments

11 ways to defuse an argument

Had the pleasure of developing this 3D editorial illustration for an article on ways to defuse an argument.

/ Cinema4D + Redshift, Illustrator.

April 3, 2020No Comments

From C4D to Substance Painter for Redshift or Unity/Unreal

Over time, I've learned that it's more efficient to use software for their specific strengths. This, unfortunately (for cost and startup knowledge reasons), means that I jump around between a few different programs.

Each is suited best for different tasks - like Fusion360 for hard-surface modeling, Cinema4D for motion graphics, RizomUV for unwrapping UVs and Substance Painter for 3D painting/texturing. And Houdini for wasting time building things from scratch 🙂 jk

Here's my current basic workflow:

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