Design of Characters in Cinema 4D: from the Sketch to 3D Printing
Creation of context I
A course by Aarón Martínez , Designer and Illustrator
About the video: Creation of context I
Overview
“After having the model with materials ready, we will create the environment where our character will live.”
In this video lesson Aarón Martínez addresses the topic: Creation of context I, which is part of the Domestika online course: Design of Characters in Cinema 4D: from the Sketch to 3D Printing. Learn to model with Cinema 4D, Illustrator, and Photoshop.
Partial transcription of the video
“We have our character ready. But he has nowhere to live. Why don't we create an environment? We have divided our character into segments and gained some understanding of assigning specific materials. We also highlighted a website where you can download these materials. observe their creation process. and make Now our character is alone. so let's create a context for it to live in. It will be a very simple composition where we will use some elements from Illustrator to drag and drop into our composition. We'll discuss movement. setting keyframes. and adding simple movements to our character....”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Design of Characters in Cinema 4D: from the Sketch to 3D Printing
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Category
3D & Animation -
Software
Adobe Illustrator, Adobe Photoshop, Cinema 4D, V-Ray -
Areas
3D, 3D Animation, 3D Character Design, Traditional illustration
Aarón Martínez
A course by Aarón Martínez
Aarón Martínez is an illustrator and designer specializing in 3D and industrial design. His work is incredibly varied, ranging from the creation of images for printed media to web design and 3D printing.
In his spare time, he enjoys creating characters and their worlds, basing his ideas on the question, "What do they do when no one is watching?" He enjoys playing with words and contradictions and always tries to add a surreal touch to his storytelling.
Aarón also enjoys observing the small details of things because it helps him understand how to model. Although most of his projects are destined for print or web, he treats each piece as if it were going to be physically reproduced in 3 dimensions.
He has worked for Coca-Cola, Nike, Miroculus, and Aquacific, among others.
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