How to Create an Incredible Typographic Illustration – Part 1
Tutorial Details
- Program: Adobe Photoshop CS+, Cinema 4D
- Difficulty: Advanced
- Estimated Completion Time: More than 10 hours
Download Source Files
All work and no play makes Jack a dull boy. In this two-part tutorial, we’re going to learn how to bring a simple proverb into a complex typographic illustration that achieves a level of realism without actually using any photos. Yes, we’re going to build this idea from the bottom up. In the first part, learn how to model your own objects in Cinema 4D and prepare them for isolation in Photoshop.
Introduction
A random sighting of the famous proverb "All work and no play makes Jack a dull boy" is what sparked off this idea. Rather than seeing work and play as two separate activities, I sought to reconcile the idea in a single typographic treatment, while still exposing their peculiarities. Eventually, I settled on creating a work environment in a very playful way. To do this, I used a variety of contrasts. For instance, the rather plain perspective and frontal camera position makes this a very plain, static environment. This however is broken by the two words that float around the scene and add a sense of motion. There is also a contrast of light. The work side is somewhat dark, while the play side is well lighted. All in all, this is typically organized working environment that has somehow lost control of itself, in a good, entertaining way.
Step 1
The program we’re going to start in is Cinema 4D. The first thing we’re going to tackle is the word ‘play’. If you feel you need a reference for the letters, it’s a good idea to open Illustrator and trace the basic paths over an existing script font. In this case, I made a few basic lines that will become the base of the word. To create your own, enter the front view in C4D and trace the letters with the Bezier Tool.

Step 2
In order to turn this into a paint-like material, we’re going to use Metaballs. You can find it under Objects > Modeling > Metaball. To activate it, just drag all the paths you make on top of it in your objects menu. At first it will look rather odd, because we haven’t edited the paths with a Metaballs tag. You can use this tag to fine tune your results. Firstly though, click on the Metaballs object in the Object menu. Now click on the Object tab and change the Editor Subdivision to 3m and Render Subdivision to 0.2. The lower the number, the more precise result, and the longer it will take your computer to process the information. Also, as we add more paths and spheres to the metaballs object it will get harder and harder to update. Make sure you turn it off when creating new paths for it by clicking the tick mark in the Objects menu.

Step 3
Now we’ll add a Metaballs tag to the paths. For any paths you create, drag one of these over it.

Step 4
For each path, specify a strength of somewhere in between 1 and 4. You’ll have to be very specific though, as sometimes you may need a 1.1 or 1.2 value.

Step 5
Start adding extra paths to the letter P.


Step 6
A few extra ones should mimic a splash. Remember to edit the points of each of these paths so that it doesn’t end up looking flat. You can drag this in three-dimensional space to achieve that look.


Step 7
Move on to the letter ‘y’ and repeat the process.


Step 8
Now we’re going to switch over to spheres. Create a few spheres that intersect the paths. There’s no need to create tags for these. Just make them smaller or larger, as needed.


Step 9
Repeat this process and add some more across the word.


Step 10
These next few spheres shouldn’t be within the Metaball object. These are spheres that appear to have detached from the main word. Place these near the ends.

Step 11
It’s time to add a material to the word. You’ll need to download this free material. Open the C4D file you’ve got and make the following changes. First of all, change the Diffuse Color to a bright red: R:244 G:13 B:13.
NOTE: You can find the final material in the download folder.

Step 12
Now change the Specular to a simple white.

Step 13
Specular 2 should be yellow: R:255 G:255 B:98.

Step 14
Specular 3 should be a slightly darker yellow: R:247 G:206 B:43.

Step 15
Change the Reflection color to white and the Reflection Edge color to pink: R:250, G:209, B:209.

Step 16
All you need to do now is copy the material and paste it into the scene. Note that your cursor needs to be over the material in the Material Menu for this to work. Then just drag it over the Metaball Object and over the other spheres.

Step 17
Now add a Sky Object. There’s no need to give it a material. It’s normal white will do just fine, as we don’t want it to be too bright.

Step 18
Our paint material has a double coat. The inner coat is not visible, because we need to activate it with proximity lighting. Add a first light to the scene, and use the second screenshot to edit it. Don’t forget to enable Falloff – this limits the range of the light to a specified amount.


Step 19
Add a second light in the same technique. I’ve numbered it here, as it gets a bit confusing.


Step 20
Add a third light near the last two letters.


Step 21
Add a smaller one to the same side now.


Step 22
And one last light should do it.


Step 23
We now need a background. In the side view, create a rounded L shape spline.

Step 24
Go back to the Perspective view and Extrude it with the Extrude NURBS object. Once you created one, just drag the spline on top of it inside the Object Menu. Use the settings shown below.

Step 25
Find an angle you like, and create a camera. Don’t forget to edit its settings as shown in the second screenshot.


Step 26
That’s it for this word. It’s time to edit the render settings (Render > Render Settings) and render this thing! Use the following settings.

Step 27
The Output is where you decide the size of the final image. This one should be 1688 x 1050 px.

Step 28
Next, choose the format you want. I always save the in psd format, and tick Alpha Channel so I don’t forget it when I actually need it. But since we have a backdrop that’s also an object, the Alpha Channel is redundant here. You’ll need it later though!

Step 29
I’m always obsessed about anti-aliasing, and so I use 2×2 over 4×4, though 1×1 over 4×4 will do fine as well.

Step 30
Enable Global Illumination and change to these settings. This part will affect your render time the most. If you want a quick render, changing the diffuse depth to 2, minimum Resolution to 5 and Maximum to… say 45 should cut back quite a bit.

Step 31
And finally, uncheck Auto Light from the Options menu. Don’t render just yet, as we need to create one more element.

Step 32
I usually create the more complex paths in Illustrator just because I’m more familiar with it. You can create this in C4D or Photoshop as well. What matters most is that you have a vector path file that you can merge in C4D.
Here, we’re going to create a paint can. Create this shape that we’ll revolve in C4D.

Here’s a close up on the top.

Step 33
When you’re done, save it as an Illustrator 3 file somewhere. Go back to an empty new scene in C4D and go to File > Merge. Place the path into your scene.

Step 34
Add a Lathe NURBS object and drag the path in the Object Menu over it.

Step 35
Add a Circle Spline and position it as seen below.

Step 36
Add an Extrude NURBS and drag the circle path over it. Add a large Fillet Cap as seen in the second screenshot.


Step 37
Copy the first knob and make it larger. Push it into the bucket, and change the Cap to a very small one.

Step 38
Copy these two, rotate them by 180 degrees and place them on the other side as well.

Step 39
To create the handle, draw a Bezier Spline in the top view.

Step 40
Use a Sweep NURBS and a small circle spline to give it thickness.

Step 41
This is what your Object Menu should look like. Select them all and Group them.

Step 42
We’ll now create a simple material for the bucket. Use the following options. In Color, select Noise by clicking on the Small arrow button in the Texture field.

Click on the Noise Tab to bring up these settings.


Step 43
Splendid. Now just copy the bucket into the first scene and scale / rotate it in place.

Step 44
In order to render the scene, we need to transform the Metaballs object into a Polygon Object. This is basically like when you rasterize a vector shape in Photoshop. By doing this, C4D no longer needs to calculate the Metaballs process during rendering. First of all, copy the Metaball into a separate blank scene and delete everything except the letter P. In the Object Menu, Shift + Select all the layers and Right-click > Current state to object. This will take a while, so hang on while C4D kills all your RAM for a few minutes.

Step 45
Once you’ve done that with the rest of the word, paste it back into the scene and render it. Your results will vary but my configuration took about 11 hours to render. That material is an absolute pain.

Step 46
Let’s move on to the second word now. As a guide for the screws, I created a mold, if you will. You can create one yourself by creating a Text Spline, applying an Extrude NURBS, and knocking off the Caps in the Caps tab. Create all this in a new blank scene.

Step 47
Download these free nuts and bolts. This whole part is simple in concept, but very laborious. Resize and rotate several bolts into the first letter.

Step 48
Add more into the mold, but try not to make them touch or intersect.

Step 49
Here is the first letter, all done. Add smaller bits and pieces to fill in the blanks.

Step 50
Repeat the process for the rest of the word.

Step 51
We’ll now move on to creating the ventilation shafts. Nothing fancy, just a couple of multiplied objects. The first one is a Tube Object.


Step 52
Apply the following settings to the ventilation shafts.


Step 53
Now go to MoGraph and add a Cloner Object. Drag the two objects on top.



Step 54
Let’s create a frame now. Create a very long Cylinder.

Step 55
Let’s create a second frame now. Create a very long Cylinder and Multiply it in the same way.


Step 56
Copy the frame Cloner Object, resize the tube and place it as seen below.

Step 57
For this part, I used a few objects from Greyscalegorilla’s Light Kit Pro. You can model all these things yourself, but this one’s a real time saver. If you have it, drag a StudioL object into the shaft scene.

Step 58
Make it large. Very, very large

Step 59
Also from the Light Kit, open WindowLightStudio and copy the white backdrop.

Step 60
Paste it in our scene, and delete a few endpoints to turn it into a straight, white plane, rather than an L shape.

Step 61
Make it smaller and place it in the scene.

Step 62
Make a second copy and position it as seen below.

Step 63
One final thing we’ll use from the Light Kit is the blue softbox. Copy it into our scene.

Step 64
Turn it into the mother of all softboxes!

Step 65
In order to darken the left side, I created a black ceiling and wall. Create two similar planes and apply a new material that only has 0% Luminance.

Step 66
Time to add a Sky Object. Add a light Gray material to it, as seen in the second screenshot.


Step 67
All done! Here’s a final render of the scene. Still, we’re going to have to make changes to these objects in Photoshop. To do that, hide everything, except the backdrops, uncheck Global Illumination to get a much faster render, and save the render as a psd file with Alpha Channel included.
When you’re done with that, repeat the process to isolate just the shafts and make an Alpha Channel file.


Step 68
Still, you’re probably wondering what happened to the first word (work+). We’re going to use this exact scene, but alter it slightly. First of all, paste the word into the scene and find a proper place for it. Copy some of the bolts and paste them around the scene. Hide the backdrops, ventilation shafts and giant L shape backdrop. Leave the black walls, sky object, and softbox in place. Below you also have two images that show the final render and its alpha channel render.



Final Image Preview
With a bit of stitching together, here’s what you’ll get.
Part 2
Click here for Part 2 of this tutorial.












Pretty cool stuff.. Looks like lots of good details about Cinema. I’ll have to give this one a shot.
GREAT!
Always love tutorials wich combine C4D and Photoshop!
This looks absolutely amazing. I have very little experience with 3D software but judging from the detailed instructions and included screenshots, I think I’d be able to follow this with ease. Looks like I’m going to have to make time to do this tutorial. Really impressed!
luv it!
Pretty good!,
should probably be moved to cgtuts though since there’s no Photoshop steps.
going to try and recreate this in max. thanks
The Photoshop steps are coming in the second part of the tutorial. This part is just laying out the ground-work for the ps magic
Who made the tutorial?
no one!! this kind thing get made by it self.
Alex Beltechi.
Thank you..
I’m gonna have to start working with C4D!
WOW
Great tutorial and very impressive results
I loved this piece when I first saw it, this is a whole other level of coolness to be able to see it come together
Nice, but 11 hours to render?!
Will depend entirely on your systems configuration. I can’t really comment any further without knowing what Alex was using to render this on.
At the time I configured my setup, I had Photoshop and Illustrator in mind. 3D is a whole new step in terms of requirements, and my configuration can handle it, but it’s certainly not ideal. I’m sure there are better setups out there that can put this out in half the time.
My dual core is a thing of the past
Sure is
Helps to have as many cores and threads as possible + lots of RAM and a decent video card for 3D work. I might give this scene a go and see how my machine handles it since I’m running some good gear
such result does not worth any hours of fucking with cinema 4d & 11 hours of rendering. the same thing could be done by hand drawing in photoshop more fastly
Very nice tut, love the unique Typography modeling
wow master xD
I LOVE TYPOGRAPHY TUTORIALS!!! Especially when it’s C4D & PS
wooow man this is a very good tut )) thx for it
I always think that tutorials that combine 3d renders and photoshop are cool, but when it gets to the point where you have two parts of a tutorial, one dedicated to the modeling program, it starts to become less and less about photoshop, just what you can do with it.
It looks like your a lot more than half done at the end here… a quick gradient map, a bit of texture, slight lighting touchups, and a few floating spheres and then your all done.
impressive !!
awesome, I have to say congratulations Alex !!
clap clap clap !!
impressive”’bro wooow.
love these kinds of tuts, but when i tried to do on in cinema4d it was a distraster. i tried to make the dripping chocolate lettering, for THREE STRAIGHT DAYS, just couldnt do it. all i would get was blimp looking object instead of the word in thick writing type like you had in olay
Don’t forget to add Metaball tags to those paths like in Step 3. After you add those tags, edit them and change the values to get a much thinner, precise result. This is a fairly advanced use of Metaballs. Perhaps you might want to check out some in-depth tutorials on them before trying the type.
This tut is amazing ! Lots of information and useful things for me to learn ! Thanks
same as me…
thanks to tutsplus
Very nice, and detailed tut.
The render you get at step 45 looks great!
Thank you very much.
Lol, when i see this kind of things i feel like i’m watching the stars from the ground…
Amazing! Appreciated this one alot. Must try it out
awsome tut man, very helpful! Working with c4d in connection with photoshop rocks!
Photoshop tut huh? I’m not sure I saw a single step using Photoshop. What happened to the good old days of PSDTuts when Collis was runnin’ shiznit? I miss those days. Oh well… At least NetTuts don’t suck.
Delicious tutorial. However – this seems more like a 3D tutorial than a PSD tut. Photoshop is the afterthought and finishing touches as it should be for such projects.
Alex esti NEBUN!!! / Alex you`re crazy!
why is this on psd tuts? sigh..I was so excited about this, then realized it’s pretty much all C4D..
It PCD because it not 3D MAX
C4D+Photoshop = excellent mix.
And if to consider that all Russian sites with lessons on Photoshop copy lessons from the American sites it is one more occasion to attach people not only to 2D to the graphics, but also to 3D.
IMHO
Right., Actually the tute is related to graphics. and it is useful to us when ever we think of it we will surely do this thing on photoshop also…. bcoz photoshop is so powerful for graphic designs.. and the clarity is too good…
Very useful tutorial…But it seems to be like a advertise of Lite Kit Pro (just use this light setup and you’ll get the result)…Why author doesn’t say any alternative way of light setup???? It will be very useful for beginners to do it by hand and understand the basics)))))))))
I ‘m not sure if it is a PSD tutorials site or a cinema 4D (that’s what’s mentioned in the tutorial details if i am correct). If this is a PSD related tutorial site, i guess it should be dedicated to PSD tool only. I understand that a piece of artwork being mixed up with different design tools is not a bad idea, but, ahem oho, most of the visitors here are PSD fellas coming over here to learn or sharpen their skills in Photoshop. Considering myself one such fella, i am utterly confused as to what the sort of hecka i was scrolling down to see all the artwork rendered in 4 dimensional tool — the IInd part of the tut is only about touchups and coloring.
Well, I sympathize with the PSD tool for being awesomely buried in this 179 step tut. Ufff.
Great work though.
Thanks
Rafi
In step 4, you say:
“For each path, specify a strength of somewhere in between 1 and 4. You’ll have to be very specific though, as sometimes you may need a 1.1 or 1.2 value. ”
But then you show a screen shot with the strength at 100%, did you mean Radius?
And even still I couldn’t get this to work until I went into the Spline>Object tag and messed around with the Angle, this produced results similar to what your screen shots show.
I did get this to work, but the results seem to be random, even with exactly the same settings. This Metaball stuff seems unreliable.
Maybe I’m getting something wrong here? But, I do a lot of tutorials and have followed the first steps to the letter and wasn’t able to get good results.
I like the effect, I will keep playing with this.
Thanks!
Brad
PS-I’m using version 11.5, maybe that is a reason for the differences????
Same here..
Making the path and add a metaball just produce a big unformed blobby thing as showing in step 2.
The “metaball tag” modification does not produce ANY result to me.
I tried scaling up all the metaball object to get out of this problem but rendering times are impossible and is impossible also to add paths and metaballs and see results in real time.
I think something missing here.
Someone did all the tutorial for real without having these kind of problems?
Nothing much as a tutorial. When doing a long tutorial as this, it is much better to make it into a video. Unless you don’t really want to share your knowledge, you must realize that young folks don’t like much reading!
As to the content of the material, it is pretty weak and non-applicable. It is better to present something much more intriguing. Overall grade: 2 out of 10 (and that’s for the effort).
Crazzzyyyy. Never seen like this before. Good job. 5+++
Epic tutorial
Is it possible to recreate this effect using 3Ds max or Maya? Cuz those are the software packages I have…..
太神奇了!
where i can download free cinema 4 d?
I would really love to try this tut, because I have C4D and Photoshop and I have been meaning to learn C4D but I can’t. So because of this… I am stuck on step 1. I can’t figure out how to use the bezier tool, it just makes straight lines for me, nothing else.
amazing tutorial! thanks for sharing it! =)
Cool! I’ll try C4D with Photoshop now. Thanks for the tut!
Alex has made it LOOKED so easy…But after 2 hours with “not responding” C4D window….owgh, maann, I think Alex could done it with full Photoshop old “bevel” kinda thing…nonetheless, Alex shares us a very important information about the FUTURE of (common & standard) Photoshop-ers here…
we all just gotta:
get a minimum 8gigs of RAM…800mhz with CL4 preferred…
minimum 100gigs of free harddrive
(for a normal [PC] temp file “breathing space”; we’ll better play save to have a 1Tb hard drive…and turned it into a 2 500gigs equal partition if we have to…just in case…)
an Intel i7 cpu…
a GPU that supports OpenGL 3.2…
and a power supply with a minimum PURE 500watts sucking power….(wuff, so much for the global warming issue eh…haha)
not mentioning the motherboard, yet; plus the registered software(s) prices…but, Bottom line is: This is a great tutorial…a high pro stuff…if we push it that above exact way…thumbs up!!!
On the other side…can’t we use only-and-Photoshop-only tricks?? I think the whole point of being attached with graphic design is being creative…not consumptive…??
Owh…consumptive…ok…my bad…:)
I actually don’t see what everyone keeps bickering about “rendertimes this, rendertimes that, viewport this viewport that, blah blah…”
————————————————————————————————————————————
http://v1sualpoetry.deviantart.com/gallery/#/d2n111j
(was actually created in realflow with a buncha sphetes and not using the metaball technique described above, due to hogging of system resources)
that right there….took 3 1/2 minutes to render, on a shitty ass HP, with 128 mb’s of dedicated graphics, 2 gigs of ram, and intel Pentium 4…lol…not to mention, my anti-aliasing was kranked way up to handle reflections
————————————————————————————————————————————
The easy way to do this… (and I’ll post up screens of my setup for whom ever needs it)
Is to not use that damn danel shader (the type of material being used, look it up) b/c The GI solution needs to take into account not one, BUT 3 Friggin specularities. Yeah this creates the nice little Gradient falloff from Red to Orange…but do we really need that? If you want to get technical, wouldn’t a SSS material be more practical?
The Simplest way is to just use a regular material, with a gradient as its main color, map it as a spherical one, have a Fresnel shader under your reflection, set your brightness to about 20 and mix strength to about 30 or so (experiment till you get the results you want). Next thing you should do is TURN OFF GI…GI IS NOT NECESSARY as well as the light rig you have going on…for a reflective object like this, a simple sky object with and HDRI in its luminance and reflection channel should be good…and a white card invisible to the camera will make for great reflections….
thats it,
by the way, I’m not trying to downplay the tut….great tut, actually didn’t use it, but the spline trick with the metaball is slick……
ps. as for metaballs hogging your systems, just turn down radius/iterations from 3 to 1…and you should be good (will look like shit, but your system will handle it)…..I can post up the c4d scene if you’d like….just comment and let me know
use this tut to create more ideas, don’t use it just to copy it and create cool shit….use it to spark your own thoughts and experiments
VP-OUT!
oh and not to mention my output was 2500 x 2500 300 dpi, only 3 1/2 minutes…
so stop complaining and do some research…..
lol
cheers
amazing and super work , thanks
Sweet. Awesome tutorial, I feel even I might pull this one off and I’ve never even used C4D. Awesome
This looks absolutely amazing. I have very little experience with 3D software but judging from the detailed instructions and included screenshots, I think Id be able to follow this with ease. Looks like Im going to have to make time to do this tutorial. Really impressed!
I really REALLY REALLY would love someone to help me with this. IT is a whole new world for me and I cant even get past step one. I think I bit off more than I could chew with this c4D program. I really need some way to make this happen as I want this part of my logo with modifications of course? Would anyone be willing to assist or teach me or something. I am willing to pay for your time….
Hi
I know I’m posting on a old tutorial but I can’t download from cd4textures.com (509 Bandwith Limit Exceeded). Is there another resource for the materials being used in this tutorial?
Just got premium account because I thought the material would be in the downloaded zip file?
“NOTE: You can find the final material in the download folder.” I can’t see that it is…
Did anyone tried making this?
is it working in Xara 3d?
Very fantastic work