Based in Sydney Australia, Tim Clapham is a multi-disciplinary animator and compositor. Evolving from a solid foundation in traditional animation using both Film and Video, Tim soon transitioned into the digital domain and has forged a solid career in the world of Motion Graphics. With over 13 years of industry experience, Tim is accomplished with many 3D animation and Digital Compositing applications.
, Tim is hands on with every project that the company produces. With a history of working with many global Advertising and Broadcast companies, the work Tim produces is both technically challenging whilst maintaining innovation and high quality.
Class 1: Logo ID
We create a logo ID using a rig built with MoGraph and Xpresso. We create several animated shots, add materials and lighting. Finally we render the result using Cinema 4D's physical renderer.
Class 2: Add materials
We add materials using multi-layered reflectance to the scene. Adding reflections using both HDRI and luminant objects. We animate the effectors and a camera rig. Using multiple render settings for efficiency we preview our shots and setup the final rendering.
Class 3: Animated map
Building an animated map with Cinema 4D & After Effects. We look at the Landscape Object, DEM Earth and the Relief Object. Build texture maps in AE, then use them in combination with various shaders to create our materials. Finally we add some basic Volumetric Clouds.
Class 4: Animated Map part 2
Part 2 of 2 of building an animated map.
Class 5: Pack shot animation
Creating a pack shot animation. We model the can and ice cubes. Using knife, extrude, edge extrude, symmetry and sub-division surfaces. Using Cloner and Correction deformer to create variations and model procedurally.
Class 6: Create materials
We create materials for the can and the ice cube. Working with shaders such as Fresnel, Noise and the Reflectance Channels. Using Mograph to model additional elements such as condensation, bubbles and cracks.
Class 7: Optimize our scenes
We optimize our scenes for efficiency and use proxies to speed up playback. Working with Rigid Body Dynamics as well as various MoGraph effectors to simulate the cans dropping into a pile of ice.
Class 8: Prepare for multipass rendering
We adjust the scene to make the dynamics more stable then prepare the project for multipass rendering. In After Effects we comp the passes together exploring a few options for isolating elements for colour correction.
Class 9: Motion Tracker
Introducing the Motion Tracker in Cinema 4D. We track and solve a shot then calibrate the resulted camera and features using constraints.
Class 10: Rendering and basic comp
Using the features we created from tracking we create some simple geometry which will allow us to reflect the scene onto our objects, catch shadows and can be used for dynamic collisions. Using multipass rendering we output the scene and create a basic comp in After Effects.