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๐Ÿงต Newfag here

Anonymous No. 850345

I'm trying to learn how to create some 3D modeling and effects for my 2D animation. I've researched plenty of programs and I seem to be most interested in pic related. Any advice or tips on how to getting started with it? I very much appreciate it.

Anonymous No. 850346

>>850345
Furthermore I'd like to say that I'm more interested in learning how to model by tracing from hand drawn sketches. What type of program or function do I get into for that?

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Anonymous No. 850361

I just tried C4D for the first time ever, and also first time ever trying CG. Here's what I came up with in about 2 hours of just playing around with shit, no tutorials.

I recommend just playing around with shit. Do you even have a goal in mind? Try making what you have in mind without looking anything up

Anonymous No. 850407

>>850345
Like with anything, you want to familiarize yourself with the shortcuts and basic workflow first, so do https://www.cineversity.com/vidplaylist/getting_started_with_cinema_4d_r20 or something.
Then it really depends on what you want to do.

>>850346
Again, it depends. Currently there are 2 main ways to create a 3D model: polygonal modeling and digital sculpting.
Poly modeling is generally considered to be more suited for hard surface (think machinery and architecture), while sculpting is more suited for organic forms. You can "trace" sketches with both poly modeling and sculpting.
There's also curve modeling, which is mostly used in CAD, but often can be very handy for non-CAD needs too. All generalist 3D software packages have at least some basic curve modeling functionality.

For poly modeling 3ds Max and Blender are considered the best. C4D is good too, though probably not as fast at the highest skill levels.
For sculpting ZBrush is the best by far. If your main 3D goal is to eventually start creating intricately detailed characters or something you should just start with ZBrush right away. Blender is still totally serviceable (its main problem is performance - inability to work with high poly count, which essentially means at some point you may just hit a wall and not be able to add more details and/or continue to work on the model/scene at all), and so is C4D since I think 2 versions ago actually. (There's also 3D Coat, Mudbox, etc. - but to keep it simple, if you're very serious about sculpting - go with ZBrush, otherwise just stick with Blender/C4D - you need a generalist 3D software packager in any case).

C4D's main strengths are the motion graphics tools, non-destructive tools in general and rendering software support. It also has some pretty unique things, like the Volume Builder - a SDF-based voxel modeling tool, which is cool and very handy sometimes.

Anonymous No. 850677

>>850361
awful

Anonymous No. 850684

>>850361
>I recommend just playing around with shit
It shows...

Anonymous No. 852515

>>850407
Thank you for all the information anon I really appreciate it. Is C4D more accessible to use than other programs such as Maya and Blender?

Anonymous No. 852614

>>852515
Some things are done more conveniently in C4D, some aren't. I'd say at this point they are all more or less equally accessible. The differences, strengths and weaknesses start to surface when you get at least to medium-low skill level/task difficulty and/or more specialized tasks.
3D DCC software is inherently complex, so no matter what program you choose to start with be prepared to be overwhelmed just by the sheer amount of buttons, menus and key shortcuts at first. Just focus on getting down basic workflows, learning how to do specific things you need, doing small projects from start to finish.

Anonymous No. 853050

>>850345
No. Use Maya or Max, they're the industry standards.