Making an animated neon sign using Cinema 4D and Octane Render | Nico Fernandez | Skillshare

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Making an animated neon sign using Cinema 4D and Octane Render

teacher avatar Nico Fernandez, Digital Artist

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

      0:49

    • 2.

      Explanation and context

      1:14

    • 3.

      Setting up our scene

      3:07

    • 4.

      Modeling

      9:02

    • 5.

      Free assets/textures resources

      1:25

    • 6.

      Texturing

      6:39

    • 7.

      Lighting

      5:33

    • 8.

      Flickering animation

      3:46

    • 9.

      Camera & final render

      2:43

    • 10.

      Outro

      0:22

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About This Class

In this class you will learn from scratch how to create an animated 3D neon sign using Cinema 4D and Octane Render.

We are going to cover everything needed, including:

  • Setting up the scene
  • Modeling
  • Texturing
  • Lightings
  • Cameras
  • Render

By the end of the class you will be able to open Cinema 4D and create your own Animated 3D neon sign!

Meet Your Teacher

Teacher Profile Image

Nico Fernandez

Digital Artist

Teacher

Hey there, Im Nico Fernandez, an Art director and digital artist who has been working for more than 5 years in the entertainment indrustry. I focuse on sci-fi and surreal fantasy artworks in which I try to awake deep emotions well connected to us all.

The main apps I use are Cinema 4D, After effects and Photoshop.

I'm currently creating artworks everyday both for my clients and for my personal instagram @nicofernandezart.

So I hope you find this courses useful. Feel free to request any kind of course you want me to make for you.

 

Best regards,

Nico

See full profile

Related Skills

Design Graphic Design
Level: Beginner

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Transcripts

1. Course introduction: Hello guys. For the ones who don't know me, my name is Nico. I've been in 3D artist for the last five years. In this course, we're going to be learning how to create this amazing neon sign, which is also animated. So we're going to be using Cinema 4D and octane render. So keep in mind that obtained render, It's a paid plugin, but you can access the free version from their site. And I'm going to leave that link in the project section. Okay? So in this course we're going to be covering everything from how to set up the whole scene, to start modeling, how to create amazing 3D texts. And finally, how to create the animation, that flickering animation, which you see in that neon sign. So stay tuned and let's learn a lot together. 2. Explanation and context: Here we are again guys. First of all, we're going to do is we're going to have a little explanation of the uses and how you can use this neon sign, right? So first of all, here you have some of my artworks. With this new sign. You're going to be able to use it in any kind of firework you want, right? So for example, if you're making some landscape with the city in the back with this new science here are going to be able to animate this new science, for example. Okay? So we will have some more animated on live R-groups. Additionally, the material that we're going to create, which will be flickering for the letters, for the texts. You will be able also to apply to any kind of thumb object. For example, if you go here to this moon in the back, you're going to be able to make that flicker. Or this woman here. You will be able to use it in a lot of different environments and types of animation. Let's head back to Cinema 4D. 3. Setting up our scene: So here we are on when you open Cinema 4D, what you're going to find is this viewport. And here is where you are going to be able to model, to set up the cameras and lights and everything in-between. Okay. What I'd like to do first, I'm assuming that you have obtained pre-installed. So let's go to this option here which is obtained. And let's press live viewer window. This slide you were window is the one where we are going to be able to see our live render of what you are creating. So what I'd like to do is to grab it from this free lines and grab it and put it here. And there you go. Here we have the octane window for render. And here you have your viewport where you're going to be able to create your art. Let's talk about the Render Settings. Now. I'm not going to be talking a lot about this and I'm not going to be talking to the appendices. But when you need to know is that let me just load my preset. Actually is the animated present. Let's talk about the body have to do here to get your animation. So just copy these presets. You can change obviously the height and the width. For the sake of this course, we're going to use 1818072 pixels. And regarding, you're going to be able to see these octane render options here. You don't have to press that now, since we are not gonna play around with render passes. Let's go to Save. And here you are going to be able to select where you want to save your render, your render passes for the animation. We had to go, let's say here. And here we're going to create a folder called renders. This is just my preference. You can do whatever you want. Animated sign. And if I save, this is going to be saving there. We also have to talk about the settings in obtaining this VL here that you can see just changes to be t dt is going to help you with the reflections. The light is going to be more realistic. And after that, we're going to this engine here. When you dump that, this is going to pop up. Here I also have some seed, some settings presets and just copy this max samples diffuse that spectrum damped. Just play around with these settings to just get your GPU selected. Let's go to the nicer. Let's end up with this. As long as you have the settings are going to be pretty fine. This is really well optimized. I really tested a lot, so trust me, it's going to be great. 4. Modeling: Let's see what we are going to create today. This is where we are heading to. Your first animated sign. We can see here is that there is wall texture wall. You also have the bars in the bag, the metal bars which is going to be support for the neon sign. And you also have the tags purchase the neon tax flickering. So for that, let's create a plane. You go here to this square, you've pressed the plane, and here it is. What I like to do here is to increase the width to 4 thousand and the height report thousand. We're not going to play with the segment things. We're not going to sculpt. And you tend to play and to add more segments when you want more details, right? This is going to be just the wall, a textured wall. We don't need to sculpt or anything. You can see this plane in some different ways too. For example, if we press the letter n, you're going to be able to see all the display options. And let's say I press D. And here you can see the topology, right? So remember when we talked about the segment, let us say we want to model something in this wall. Let's say we put 300 here. So you can see that now we have more place and more typology to play around with. But we don't need that at the moment. What we're going to do is we're going to position eight. You will want me to locate the wall in that angle. So let's press the letter R to get this change in the way we grab the wall and we are going to set it up straight up. Then we're going to move it up a little bit. So the fluid that's bothered and let's move it up to the side a little bit. We have the wall. Congratulations. What we're going to do next is we're going to make the bars. For the bar, you don't need to sculpt or anything and you go to the same square we went before we grabbed the capsule. These are pretty set in precreated, really basic based models. And we're going to use the capsule. Here we have the capsule. And then grabbing that little dot on the top, just left-click and maintain it and just drag. You will have the bar and let's do the same for the other one. Now, we're going to move it to this side. To this side. Let's move in a little bit here and let's put it closer to the wall. And here we are. Let's make it a little bit shorter. Since we want to mimic this. Here we are at this moment would have liked to do at this time if I like creating a camera. So I have this locked BYU. I know what I want to see it. So let us head here to obtain again, Let's breath objects and obtain camera. There you have your camera, but you want to lock it so you want to log the ambition. So let's press here. And now the camera is Slug. Let's press here again. As you can see. There we have the camera. You can move it around if you want. But just remember that if you move it with it locked on, you're going to save that BW forever. So when you move around, try to remember not to have the camera locked. For what I do for that. If I just duplicate the camera, for example, we say, I am here and I forget about the low camera and say, Oh no, I just screwed up view. I can always go to the other camera, the Lindy one that I, that I destroyed and just get another one. Now we have the BU here. Here. I don't know why the camera just configured. We are there. We duplicate the camera. We can start seeing the first result of the render. So we go here to this icon, we press it. Then we're going to press this log here, so the resolution is locked in this square. We created in 184108. Here we are writing. You can see that it's pretty flat and that is because we didn't add any light yet. So let's unlock the camera and see around. And as you can see, it's white. So for that, we're going to create now if a light and a skylight, which will simulate a real sky with the sun. And we're going to have a basic but really cool light first started seeing shadows and all that kind of things. Let's get again to obtain, Let's pray slides and let's press obtain data. And as you can see, and I told you there's a blue sky with the sun. You can move it around, for example, if you grab it and just move it around, you can have the pleasure. And here you can start seeing these reflections. Reflections or shadows. So the next step is we're going to grab the text. For the tags. We're going to hit again to the square. We're going to grab the 3D text. There is our test. We make, put it here and we're going to make it a little bit bigger for that, just maintain, press the number five and maintain press the left-click and just move to the right. Do that again sometimes and you will have the bigger text. So here we are. Let's move it a little bit. Here we have over test. Let's press the text here in this panel. And we're going to put here the phrase, let's say, Keep working hard. Working hard is going to be our texts. Let's get away from there and we have our text. Let's make it smaller. Yet again, the number five, the left-click, keep pressing them and you will have your text. Let's put this a little bit further away. We're going to delete this camera and create a new one, since this is the view that I want now, we're going to duplicate it, but not yet. We're going to duplicate it now. We're going to make the text a little bit bigger. We want to do now is to create and to change the font. For that, we can go here to fund. We choose the font that we want. Let's use this one for now. We also want to make some more of these bars. Let's make this a little bit thinner. Again with the yellow dot. If you keep press Control, unmute, just grab this and move it around. We're going to be able to duplicate the object that you are selecting. So I'm doing this two times. So we have the bars for the back. Okay. Let's go back to the text. I want this a little bit to the left. Perfect. And this is a good time to save the brushes. Casino. Cinema 4D tends to crash, and we don't want that to happen to Earth because it's going to destroy the whole project was going to be deleted. So let's press Control and f. Let's go to the folder that we have the project on in, I'm sorry, n, Let's save this sign. Perfect. 5. Free assets/textures resources: Now we're going to start talking about texturing. But for that, I wanted to recommend you some sites where we are going to be able to get free textures like the best quality ever. And also assets. If you didn't know this side. Side that makes real-life scans of textures, of walls, of objects. An IQ score pixel. Quits, omegas kind of see you are going to be able to find surface industrial items, industrial places, assets. You have a lot of things to play with. And it's really, really good. If you see this quantity here. You can have for free this assets at AK is a Mason. I totally recommend this guys. So after looking around here, for example, let's write here concrete wall. Here we have a lot of surfaces. I end up choosing one that it's called maybe brick wall we can use. Actually now, let us use another kind of texture here. Let me see if I have it. Let's use one that is called plaster wall. So here we have it. 6. Texturing: For creating this material. When you download the file from big cell, you're going to get this SIP. You unzip it and you're going to get all of this. From this. We are going to use this map, which is the Albedo map will be color one. The displacement map, the normal NAB, which is imperfections on the reference map, which is going to be the one that controls the reflections, the displacement map. We are going to use it at this time. But it's a really good map when you're maybe modelling or texturing environments, rocks. This time we're not going to use it. So let us hear it again to cinema for d. And we are going to start creating our first material. For that, you just have to breath here at materials. So you can try to find around the material, maybe materials for this time. Let's go to Materials create. We're going to use glossy material for the metal box. So let's press that. Double-click here. And we're going to change the name to bars. We keep things organized. Okay? Here we just need to change the color so we have the diffuse here. Let's go to this car here to defuse. Let's put it to black. As you can see, it's pretty shiny like a plastic. Let's go into roughness. These controls, the reflections, and let's put it to one. As you can see, this is a lot of diffuse here. So we're going to grab this material now. We're going to drag it to the capsule. You can see the capsule is already texture. Then pressing control. And this material here we're going to put it in the other capsule and yet again in yellow caps. Okay, so now let's talk about tax rate in the wall. This is going to be a little bit harder, but it's going to look really, really cool. So yet again, we go into materials, create. Let's go this time on also to class material. Double-click new material. And let's put the name wall. And this time we're going to do multiple node editor. This is going to pop up. This is the Node Manager for creating materials and all kinds of functions around them. Here is where we're going to create our wall material. Here we have the base material that we already created. We have to add the diffuse information, the reference information, the normal information. All those maps, which are called maps, diffuse map, roughness map, a normal map. We have them in the downloaded the time that we got from quicksand. So let's grab the Albedo map here, the normal map, and the rough if not, just rub the three of them and drag them here. Here we have the freest them and we're going to start for this one. This one is, we can see if the Albedo map, this is the name of the, the map here. The albedo always go with the diffuse. So to create this line, you just keep pressing this mole here, this dot, and just drag it to the diffuse. Let's talk about now the roughness map, as we talk previously, the reference map control the reflection. Yet again, Let's put it roughness. Roughness. The normal map is the imperfections. Let's go to normal map. We already have preview the material here. We are going to close this. Let's closest to, and here we have the wall material. Don't worry if you don't see it in this icon here, it doesn't matter. We just grab this material and put it in the plane, which is the wall. As you can see, we have a great, great thanks to wall. For the third material and final one, we're going to create the neon material for the world's. Yet again, Let's go to materials, but this time we're going to create a diffuse material because every MVC material is an diffuse material. Let's press the fuse. As before. We have the material here. Let's double-click it. Let's change the name to text. And let's go again to the node editor before you have the base material. But now we're going to play around with some nodes. Nodes are these things that you can add here to this viewpoint that we're seeing now and create different things. So in this case we're going to use one called black body emission. This node is going to make the color, you know, have all that brightness like in a neon material. And we're also going to use the RGB spectrum. This is going to be the color of that brightness, right? So first of all, we're going to change this color. We want to get a little bluish color here. Let's say this one is going to define and we're going to join it with the texture here. And after that, we're going to join this one to the admission because this one thing that we want to be missing material. As you can see, as soon as we did that, this is really, really bright. And we had to change that. Let's go and press Blackbody emission. Let's brave surface brightness. We're going to change the power. Let's say we're going to use 20% for now. Let's maybe say 30%. We close this week closest to and we grab the materials before and we put it in the text. As you can see, the text is already looking at Mason, but we need the flickering animation for this. 7. Lighting: So first of all, we wanna do here if we want to have a better light, lights for the environment. So let's lock the camera. Let's breath. Here. Display. Let's go to options, and let's go to layer color. Options later color. You get this kind of visuals again, and you don't see all the objects that are texture with the color black. That's something that happens is pretty normal. You can see about the light. We already, we still have the fake sky we already created. Be obtained daylight. And we're going to do now is to texture this environment to get light and atmosphere, which is more of an indoor place or maybe analogy. So let's lock the camera and let's go again to obtain. But now we're going to press HDRI Environment. Let's press it. We're going to uncheck the octane daylight. We can see is all that. And don't worry, this is perfectly normal. So when we're going down, we want to press this icon here in the octane sky. Breath this square here, and press this friend dots here. This is going to take you to your file search system or PrPC. Here is actually at my background's folder. So what do you have to do here is to select background, you know what color, some pattern that you want for the atmosphere lights. So at this time we're going to use this one. As you can see. It's kind of bluish. Unload the camera so you can see it better that if the image that I already uploaded just a little bit that image. And since we're not going to use it, we don't have to touch it anymore. One thing that you can do though, is when here, just playing around with the gamma, let's say you want a darker, you just make it darker. You want a lighter, you make it lighter. And that's pretty much for the background. We're going to create some lights now. I know that we have this amazing atmosphere, but we might want to have, I don't know, some, let's say purple light going through this right bottom corner here. That we're going to lock the camera. We're going to objects again. This time we're going to light. Let's press octane area light. You're going to get this square here. This square, as you can see, it emits light. What do I need to do is to located whenever you want that light to be. We talked about putting some purple light, this bottom here. Let's put it right down there. And we're going to create also a second light, which is going to be this corner here. Okay, So let's load the camera again. And we can see this is really bright. So first of all, let me move a little bit. The bottom right here. This is perfect. I'm gonna go into start tweaking the lights. So let's press this here, and here you have the power, temperature, but we need to change the color for that is pretty easy. You just go to texture, press this arrow here. Go to Plugins. Cinema 4D obtained. And here we are going to choose the RGB spectrum. That is going to give us the option to breath this and play around with the colors. Okay, so we talked about purple color. There we go. We're also going to make it less bright solids breaths here, maybe ten, but it's perfect. And regarding the other light, we're going to the same. Let's press here texture plug-in, Cinema 4D obtained RGB spectrum. Let's pause here and here. And we're going to make it a little bit. Let's say maybe, all right. Let's play also with the brightness. Lets say 20%. Maybe 30%. That's pretty cool, right? Okay. We have already established the lights. We're going to use the atmosphere. We already model. We already created the materials and texture. So at this point, let us say it again, Just in case of cinema for the trials, let's control an F. We have already saved this project. 8. Flickering animation: So now the most amazing and fun part, we're going to start animating this flickering, this neon material. For that, we're going to play with a tag that Let's go here. Let's press the text. Select it. And now we're going to use right-click and we're going to programming tags. Here. We're going to left-click the express one. As you saw before in the materials here we have another node viewport, but definitely different because this just control the functions. The functions that we need here is a noise. So you go here to this icon and just press noise. You're going to drag the noise and put it here. This noise is going to create that flicker infection function. So what we need now is the what, where it's going to on to what is going to create this fund, this function, right? So we need the missing material, but not just the amazing materials. So for this next part, we're going to put this here. We going to breath this text material. We're going to go to this bottom right corner. Here you have all the settings of the material. And what we need is to control the emission. So let's approximation. We're going to grab the black body emission, which is the node, if you remember, that controls the brightness and we're going to drag it here. Here we have our black body emission and the noise will create the function of flickering. As we join nodes before, we're going to grab this here, and we're going to put it in this little corner here, right? When you just put it there, something is going to happen. This appears when disappears, goes to shader here and power. We are telling the noise to control the power of the black body emission. And as you can see already, this is turned off. So let's press noise. On here you have all the settings of the noise node. For this, we're going to control the scale. Let's put in ten. The frequency is how fast we want this to be flickering, let's say 15 for now. And the amplitude is how bright we want this solid press 20. Regarding the seed is the pattern, you know, you have different patterns on how it's going to be flickering. Here you have all the frames, which is going to be the animation of default project. Here you have the controls for the animation. If you play around here, we have the timeline that you can play around. But for now we're just going to see how this animation, I'm flickering goals, so we're going to press Play circuit. As you can see, it's working predefined. But we might need a little bit more of amplitude here, so we want this to be brighter. Let's go here and press may be 40. Let's say that see how it goes. I believe it's working predefine. Going to see this noise because remember, this is real time, so don't worry about it. The final project is going to look exactly like this one. 9. Camera & final render: It's time to make the final render. Let's go again through the render the cameras. So we have the camera already created. Let's go to the render one more time. Remember the output in this case when 8418072. This is the, this is the place where the render is going to be saved. You already have your path here. A big channel. Don't touch octane, render. Keep that in mind. Regarding octane. Remember this is not an EL, is a PT, and it is better to have a more realistic results. In this icon here, remember about the settings and we're imager post general settings. We're going to learn about one little trick of this camera and that we added here. Let's press the red icon here. And this camera has a lot of different settings. You can change. For example, the lens that you're going to use. But at this time we're going to use the post-processing setting. This thin controls the loan power and the glare power. We need a little bit of glare here. So let's go to a frame where this is turned on. Let me see here for example, let's say we want bloom, you know, already see the difference. I'm going to put a really high bloom. Let's put 50. You see the Bloom where die, right? So we can make a cutoff here so we regulate the amount of bloomed and we want, you know, the spread. This is the cutoff and this 50 body. We are going to live in a debt. But the categorical imperative, five. So look at this difference here is actually nothing. Let's put here number two. Let's see. Nothing yet, the number one, and now we have a difference. There. We have the non-power, which is so characteristic of neon signs. Now what we have left is to render. For rendering this point, you have just to press Shift and the letter R. This is going to appear. Here, are going to be able to be listed. You're going to be able to see all the listed frames. Let's render this. 10. Outro: So there you have it guys. I hope you learned something today in this course and I love to see your projects, so don't forget to upload and download in the project section. So I can give you my feedback, please, if you upload it to, for example, Instagram, just tag me because I would love to check out whether you create. See you in the next one. Cheers.