3D Motion Graphics Masterclass: Illustrator to Cinematic Scenes in After Effects 2026 | Elias Sarantopoulos | Skillshare

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3D Motion Graphics Masterclass: Illustrator to Cinematic Scenes in After Effects 2026

teacher avatar Elias Sarantopoulos, Helping You Develop

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Course Introduction

      1:21

    • 2.

      Environment Light

      1:48

    • 3.

      3D Objects

      6:52

    • 4.

      Texturing 3D Objects

      2:00

    • 5.

      Cylinder Texturing

      1:35

    • 6.

      Background Gradient

      1:45

    • 7.

      Aligning 3D Objects

      3:07

    • 8.

      3D Camera & Null Objects

      1:40

    • 9.

      Animating Scene Part A

      5:02

    • 10.

      Animating Scene Part B

      2:51

    • 11.

      Animating Scene Part C

      1:55

    • 12.

      Final Touches & Trimming

      1:50

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About This Class

Class Overview

In this comprehensive masterclass, you’ll unlock the full potential of After Effects 2026’s native 3D engine. Forget expensive third-party plugins, learn how to build, texture, and animate high-end 3D scenes using only the powerful tools built directly into the software.

From converting flat vector art to mastering the new Mesh drawing tools, this class provides a professional roadmap for creating cinematic motion graphics. Whether you are a student building a portfolio or a seasoned creative looking to expand your toolkit, you’ll walk away with a production-ready workflow used by industry pros.

What You Will Learn

This training is designed to bridge the gap between 2D design and 3D space. You will learn how to:

  • Bridge Illustrator & AE: Seamlessly import vector artwork and extrude it into native 3D geometry.
  • Master the Mesh Tool: Create complex cylindrical shapes and custom 3D structures without leaving After Effects.
  • Apply Substance Materials: Utilize Adobe’s Substance integration to give your objects a professional and polished look with realistic textures.
  • Cinematic Lighting: Use HDRI (High Dynamic Range Images) to create environment-based lighting that makes your 3D scenes pop.
  • Precision Camera Rigging: Build a two-node camera rig for smooth, controlled, and cinematic camera movements.
  • Optimization: Tips for managing 3D render settings to keep your workflow fast and efficient.

Why You Should Take This Class

With over 30 years of experience in the Adobe ecosystem, I understand that 3D can feel intimidating. My goal is to demystify the technical hurdles so you can stay focused on your creative vision.

3D is no longer a "niche" skill; it is a requirement for modern motion design. By taking this class, you aren’t just learning a tool, you are learning a professional workflow that will help you command higher rates, impress your clients, and bring a new level of depth to your portfolio.

Meet Your Teacher

Teacher Profile Image

Elias Sarantopoulos

Helping You Develop

Teacher

Born in Athens, Greece, Elias migrated to the US where he received his BA and MA degrees. He started his professional career in the mid-90s working for tech startups focusing on web technologies and being a part time faculty in various educational institutions. An educator over the past 28 years teaching in universities and social platforms, covering page layout, animation, vector and interaction design.

In 2016 he became a book author, writing the Church of Chora. The book is the most comprehensive interactive guide describing some of the oldest and finest surviving Byzantine mosaics and frescoes in the Church of the Holy Saviour in Chora, Istanbul, Turkey. A unique reader experience with the use of interactive maps, voice narrations, videos, references to the Bible describing e... See full profile

Level: Intermediate

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Transcripts

1. Course Introduction: Build amazing three D scenes directly inside After Effects. Throughout this training, we'll explore the native three D features to create stunning graphics without third party plugins. Welcome, everyone. I am Bon instructor Elias Ataplos. I am a motion designer and educator over 30 years of experience helping students to master the Adobe ecosystem. I'll guide you through the technical steps so you stay focused on your designs. We'll use the new mesh drawing tool to create cylindrical geometry and substance materials for a professional and polished look. I'll show you how to bring Illustrator vectors into After Effects and transform them into native three D shapes. We will use a high dynamic range image for elastic lighting and at node camera rig for those smooth cinematic shots. Whether you're looking to level up your skills or impress your next client, I'm excited to share these techniques with you, so let's dive right into it. 2. Environment Light: Before I start applying textures and materials to the three D shapes, I would like to light up the scene as realistic as possible. So a couple of things here. I'll click on the timeline, and under the learn menu, I create a new three D light. For the light type, I'll choose environment. I'll set its intensity to 100%. We're going to unable to cast the shadows and set the shadow darkness to 100%. And then I click Okay. Here we go. The scene has been lit up with very nice dark shadows here, which actually we can control inside the light options. This is totally up to you. I'm going to stay with 100%. Now, to make it more realistic, we're going to actually use image maps that they have high dynamic range information. These HDRIs are free to download from Adabi Stock and have included a link below the video description. So inside the project panel, Ada Booklik and inside the texts folder, I'll import the Sierra Mantra, CRI, and then click to import. I'll click and drag this into the timeline, target the Environment Light, and for the light options and the source, I'll choose the Sierra andre. And now our three D scene has been lit up with a much more realistic light source. 3. 3D Objects: Working inside Adobe After effect, we've got a new composition named three D Logo. And from the tool bar, I grab one of the Mesh drawing tools, and that would be this cylinder tool. And then I click drag a shift key to create a cylindrical shape and release. Couple of things I want to talk about before getting into the mess options is to press Enter return and rename these two, just Cylinder. And since we use a three D mess object, After Effects automatically sets the renderer to the advanced three D, which allows us to work with geometry like this one, depth and complex materials. One important feature when working inside the Advanced 3D renderer and its options is to reduce the render quality and the smoothness while we are working so we get fast preview times. Also for the casting box center, we're going to click to fit the scene, and that would include all visible layers in the composition that can cast shadows. And then I click Okay. All right. So for the X rotation, I set one to nine degrees and just a negative value on the zer rotation to be able to see the changes inside the mess options. So for example, we'll set the radius, which is the width and the thickness of the cylinder to 300. The height, this controls the length of the cylinder from top to bottom. That will be set to 30. And actually, instead of a cylinder, I would like to have a wedge shape. So for the slice end, instead of one X, I sets 1210 X. I'll up the sides to 100 and now we have a nice and smooth shape. And to have those edges a bit smoother, I will offset this two degrees. Alright? Alright, so things are looking good. I'll reset the zero tase to zero. And inside the project panel at the Bklck and inside the main folder and the icons, I've got the triple logo and the triple text. Both of these can be found on the web. So I will import that as forage and also import the triple text. Also as forage. I'll shift select and bring them into the timeline. And then right click to create shapes from vector layer. No need to have those visibles. I'm just going to delete them in the timeline, and then press Enter return, and we name this just dribble and this one to just dribble text, just for organization purposes. Since we are working with three de layers, that means we also need to convert those two into three layers. And let's start working with this one first. Once again, since we are working on three D space, instead of one view, I'm going to set mind to two views. This one here is the left view, and you can change the views right here on this drop down menu. All set mind to left view to be able to see the relationship between all of these three D meshes and for the dribble text, a press stellar S on the keyboards, scale this up to 300%. Center this in relation to the wedge shape, and for the geometry options, I'll set the extrusion depth to 20. A some in a bit and on the Z, I'm going to bring the in so there's no gap between those two and s. Like so. We'll do the same for the druple text, press S on the keyboard. I'll scale this up 230%. I'll center this. And for the geometry options, also the extrusion depth set 220, and on the Z, we do the same. There's done gap between those two and sum. All right. All right, so things are looking good, let's go back to the one view here and to be able to see things a little better. And under the later menu, I create a new camera. This is going to be a two node camera, preset to 35 millimeters for the lens, and then I click, Okay, so for the camera one and the camera control tools, I'll use the orbit around the camera, which basically is going to orbit around the point of interest of the camera. There we go. I'll pan this a bit. I can also dolly the sin to be able to see the changes that we're going to make. So, for example, for the dribble here and the geometry options and the bebl style, I'll set this one to angular. And as you can see here when I zoom in, that created a flat diagonal slope at the edges, less to the same for the drible text. Set the bevel style to angular, rotate that. Here we go. We can see the edges here. All right. One more thing for the cylinder shape and look at the mes options and the radius, I set this one to three, and now we have a bevel edge around this wedge shape. 4. Texturing 3D Objects: Moving forward, next we're going to texture the dribble and the dribble text layer. So for the dribble and look inside the materials options and the s properties, we've got the fill color. In some labraes I've got some colours that I would like to use. So I grab the eyedropper for the fill color, sample this color of my choice, and for the shadow color, I'll sample this color of my choice. The cast shadows, the accept shadows and the accept lights, they're all going to be enabled. We're going to increase the specular intensity, and that is how bright the specular highlights are. I'll set mine 200. That means I also have to increase how shiny is the surface. So I'm going to set mine also to 100% and reduce the metal to 70%. And looking at the end results, we've got nice shiny beble edges with highlights. We'll do the same for the dub text, which means I'm going to just rotate that so I can see the changes taking place. And for the dribble text, materials options, and the fill color, this is the color of my choice. The same for the shadow color. I'll up the specular intensity to 100, the shininess to 100 and reduce the metal to 70%, and things are looking the same in both sizes. I like what I see. So I'll keep that. 5. Cylinder Texturing: The last thing we're going to texture is going to be the cylinder. So inside the project panel, and ablick inside the texts folder, I've got another folder, the Substance folder, which has substance materials. I select the iron brrust. I'll click to imports, target the cylinder. And from the material section, I'll choose the Aaron Brush. We can see the change already taking place. But I also want to talk about where you can find these materials. So inside the material section, click on the Burger menu, and then select Get Substance community assets. This opens up the asset library free of charge. So in this case, for the three D logo animation and for the type, I'll click on the metal. Score down a bit, and I believe this is the one that I used. So back in after effect for the metal color, I get the eye dropper and select this colmer choice. I set the resolution to 2040. For the brushing intensity, I'm going to set to 0.1, and the brushing direction set to 45 degrees. And this is just a personal choice. 6. Background Gradient: Before we get to the animation part, it is a good idea instead of having a blank background, is to have a gradient. So click on the timeline, and under the learn menu, I create a new solid. I'll give it a name of solid. I'll make sure it has the same size as the composition. Color doesn't really matter. Just click Okay. Then I'll click and drag this at the bottom of the layer stack inside the timeline. Now, under the effect menu, generate I'll bring up the gradient ramp. And basically, we've got two color stops. For the shape, instead of a linear ramp, I'll go for the radio ramp. Or the end color will be set to black, and the starts perhaps a darker tone of this brown. Now, I can define the start and the end. So click on that. And then click on the end, Alzomnabt define the ends, define the starts. I can make this just a tad a bit brighter, bring this a little lower. This one towards the bottom, kind of center it and look like a glow. I like s, so go ahead and keep that. 7. Aligning 3D Objects: The Environment Light has an HDR as a light source and the same for the cylindrical shape which is going to take so much of my system resources. So temporarily, I'm going to disable the environment light. And for the cylinder and the materials, I'll set this one to default and also change the previous resolution from full to half, and that will help to speed things up. I'm also going to remove the camera one that I previously added for viewing the three D objects into three D space, and replace it with a new one using different settings. And right off the bat, we can see that the dribble text is the one that sits up front. So we need to swap the position of these 23d layers, so the logo becomes the one facing the front of the cylindrical shape. So I will unlock the two layers here. Have two views. Right now, I am on the left orthographic view. I click to select and target the logo. I'm going to position this upfront and position this one at the back. I'll change the left orthographic view to the back orthographic view, as you can see now, the dupletex actually is facing backwards. So I'll click on that and inside the layer transformation and for the orientation, I'll set one on the X axis 280 degrees and the same for the Z axis, 280 degrees. I'll change the view from back to the left orthographic view. Zone a bit here and make sure this sits right here right on top of the cylindrical shape and s. And I'll do the same for the three D logo, position it at the back. L. Alright. That looks good back to one of you. And the last thing I want to do is make sure that all of these three D shapes are aligned to the center of the composition. So I'll click on the choose grids and guide options and bring up the proportional grid. Shift selector of three, three d shapes. And right now, I'm just going to eyeball this and center it to the composition. I think that looks good, perhaps a little higher up. And as for this one, let me go ahead and disable the proportional grid. Maybe I can just slide this to the left on the X, just a tad. 8. 3D Camera & Null Objects: To animate those three D shapes into three D space, we're going to need three things, a new three D camera, and then two Null Objects. A null object enough to affect is an invisible point of data that does not render, but its coordinates matter when it becomes apparent to other layers. It has the same transform properties that a regular layer has both two D and three D. With the timeline selected and under the layer menu, I create a new three D camera. For the type, I'll choose one node camera. And for the preset dropdown menu and the lens, I'll choose a white angle lens of 24 millimeters, and then click Okay. Still with the timeline selected and under the layer menu, I create a null object and then create the second one. I'll shift selectors to Null Objects, and under the layer menu, transform ascent to the che point in layer content. And for the alignment, I will align the layers to the composition horizontally and very clean. Since we are working on three D space, that means both of these Null Objects need to be converted from two D layers to three D layers. I 9. Animating Scene Part A: Now that we have the null object, I will parent camera one to Null one so I can control the entire camera rig through the null, which gives me far more flexibility. That means we're going to need the parent and link column. So right click columns parent and Link. And for the camera one, I grab the pick whip and parent camera one to the null one. For the null one, I'll press the letter R on the keyboard to bring up the rotation properties. I aim at the beginning of the timeline and click on the stopwatch for the wire rotation. I'll set this one to 45 degrees, and then I scrap the current time indicator to, let's say, past one frame. And for the second keyframes for the war rotation, I'll set this 12 -45 degrees. I'll mark selectors two keyframes, and under the animation menu, keyframes, I'll use EZ is, and for the second keyframe, I'll click to bring up the graph editor, and for the second keyframes, I'll tab click on that. And for the income velocity, I'll set the influence 200% of the netliko. Let's press space bar for the round preview. That looks great. And now for the camera, I'll press the letter P on the keyboard for the position property. I'll scrap the current time indicator to the very beginning, and here I'm going to need two views. For the second view, I'm using the custom O. Also mana Bit. For this one, make so that I can see everything kind of 100%. And to be able to see the three D gizmos, I'm just going to use the orbit around this is not going to change the animation here. We do this so we can see the three digismos. For example, this is the three digismo for the Z axis. I'm in the beginning the timeline. I click on the Stopwatch for the position property, and then bring this backwards. I press the letter K on the keyboard to go to the next visible keyframes Zoom out a bit. And with the Z axis again, I'm going to bring this closer. Not too much, let's say around here. Market selects two keyframes, and under the animation menu, keyframes, easy, click on the second keyframes, bring up the graph editor, double click on the second keyframes and set the keyframes velocity to 100% than I click. Okay. So back to one of you. Let's press space bar for the round preview that looks great. So I'll keep that. Moving forward, we're going to parent Null one to the null two. So I grab the pick whip and parent null one to the Null two. I'll go back to the very beginning of the timeline and for the don tool, I'll press the letter P on the keyboard for the position property. Here I'm going to create the first keyframes by clicking the stopwatch and then press the letter K on the keyboard to go to the next visible keyframe and create an additional keyframes. I'll go back to the very beginning of the timeline, and for the first keyframe, I'll bring this whole thing up all these three d shapes outside the composition window. And let's press space bar for the preview. There we go. Let's fix the interpolation from linear to easy is, and for the second keyframes, I'll bring up the graph editor. And change influence to, let's say, 100%. Press the space bar further on preview, and we have that. I can actually slow things down just a tad by selecting those three keyframes and increase the distance. Strike again. Very nice. I like what I see, so I'll keep that. 10. Animating Scene Part B: So far, we have animated the three D logo about the three D text. So we're going to continue working with the null one. I'll mark you select the second keyframe, copy that. The curret decato is very close to the second keyframe. I'll paste that. Scrab the current decator just a tad, paste that, scrub again, and paste. Now, this keyframes, the third one, and under the animation menu, we're going to convert that to a togo hole keyframes, which means there's going to be no animation between those two keyframes. The animation will resume from the key frame and onwards. So for the last keyframe, I'll change the wire rotation to specifically 260 degrees. That looks great. But also, I would like to have some kind of an angle. So I press the letter J to go to this visible keyframes. Click on the stopwatch on the rotation to add a keyframe and then press the letter K to go to the next visible keyframes and set the angle two -25 degrees. Mark selects two under the animation menu, keyframes, easy. And for the second keyframes, I'll bring up the graph editor and double click and change the incoming velocity influence to 100%, then I'll click Okay. Let's play that by pressing this space bar. That looks good. But in addition, I would like to zoom in a bit, so we can see the text. So that would be on the camera one. So for the current time indicator, I press the letter J and J to go these two visible keyframes, and then right here on the side of the timeline, I click to add a new keyframes. I press the letter K to go to the next visible keyframes, and on the Z, I'm going to zoom in a bit. And just a tad on the Y, I'll bring this up. And let's press space bar for the on preview. Very nice. Now, I'm going to mark you select all of these keyframes, space them out so I have a slower animation. Press the space bar. So far, looks very organic, so I'll keep it. 11. Animating Scene Part C: The three D text has been revealed, but now we need to reverse the animation and reveal the three D logo. That means we're going to be working inside the null one with the X and Y rotation. So I'll begin with the Y rotation. So I click to copy the last keyframes scrap the current time to get a close to it, paste that scrap again. Past and scrub one more time, just a little further and pay studs. The ski frame is going to be a tocohol keyframes, which means there's going to be no animation between those two keyframes. The animation will resume from the ski frame and onwards. So for the ski frame, I'll set the wire rotation to 25 degrees. And for the rotation, I'll press the letter J, J and J, copy the last keyframes. Press the letter K to go to the next visible keyframes. Base that, K again, pase that, K again, and pasts. This keyframes also is going to be a tocohol keyframe. Once again, there's going to be no animation between the two keyframes. The animation will resume from this keyframes and onwards. For this keyframe and the exhortation, I'll set that to 25 degrees, and then press space bar for the round preview. I like what I see. We've got the weight here. The animation is very smooth and organic, so I'll keep that. 12. Final Touches & Trimming: The three D logo animation has been completed, so it's time to enable the environmentt light. And for the cylindrical shape and the material, we're going to bring back the iron brushed substance texture. Now, looking at the overall composition, I can definitely brighten things up. So for the varnment lights, I dopoglcont to bring up the light settings and increase its intensity to 110%. And for both the dribble and the drible text, and looking inside the matos options, I'll up the diffusion from 50% to 100%. And basically, this is going to absorb and reflect more of the light so the surface gets brighter. I'll do the same for the dribble text layer, up the diffusion to 100% like so. All right. So for the duration of the movie now, I'll scrap the current time togeto past the last keyframes and a bit further to give a bit of a buffer space. Let's say around six frames, and then press the letter on a keyboard to set the end of the work area, R click to Trim Comp to work area. And under the composition menu, I'll add this to the render queue, and all I have to do is just click on the reden button to render this out. And