Sketch and Toon: Hand Drawn Sketch for D3

I was asked again to present at the D3 Expo in Miami on anything related to 3D or Cinema 4D. Since I rarely get to use Sketch and Toon in my day job, I decided to focus on it for this and get some practice in with it. I centered my presentation around the idea […]

I was asked again to present at the D3 Expo in Miami on anything related to 3D or Cinema 4D. Since I rarely get to use Sketch and Toon in my day job, I decided to focus on it for this and get some practice in with it.

I centered my presentation around the idea of leveraging computers and software to create more natural looking art. It was sort of an exploration into the contrast between digital vs analog art, how computers are very technical and precise and can easily create lots of copies, and how actual, tangible art like paintings or drawings are unique and have a personal touch that computers can’t replicate without some practice and skill on our part. So for this example I took the D3 Logo as a vector file from Illustrator, and I took it into Cinema 4D and designed it to look more like it was drawn by hand.

In Sketch and Toon your base look is just a plain black tracing of your splines, but by modifying the material you can make it look like you are drawing with any sort of marker, crayon, pencil, pen etc. I decided to make it sort of a very rough and messy sketch, with multiple layers of strokes. One layer was like a rough sketch in pencil, followed by a darker, more precise stroke over it. Then I filled in everything via some shading using the Hatch shader, animating it in After effects a a paint later being written on.

The animation is dynamic from frame to frame. The key is to add lots of variation throughout the settings, so changing things like the scatter of the cross hatching, animating noise settings, vibrate tags, Displacer deformers, things like that. By changing the overall look of the image slightly each frame, you are lending to the idea that each frame is a unique still, with an artist drawing them differently every frame. Also using a lower frame rate is a good idea, it makes the animation a little less smooth, almost like a flipbook.

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