When
Jay Dubin first began
dabbling in three dimensions, fewer than a handful of high-end
commercial 3D software products graced a market still in its
infancy, and these pricey offerings only were affordable for
sizeable corporations. Adobes Photoshop was a few months from its
first release, and creative desktop computing barely had broken
ground. In 1989, Dubin had logged nearly a decade of television
music-video and live-concert directing, and the former engineering
student of Brooklyns Pratt Institute, and an Emmy nominee, was
deeply ingrained enough in directorial pursuits to prohibit
thoughts of any other undertaking. He was inundated with the
particulars of orchestrating the TV productions of such pop stars
as Billy Joel, John Lennon, Hall & Oates, John Cougar, Kenny Rogers
and several others. But a seed of experimental curiosity had been
planted, and Dubins interest in 3D graphics spawned. Well, Ive
been doing [computer art] since 1989, says Dubin, now a freelance
TV director and computer graphics specialist. And it was mostly
Photoshop, when Photoshop came out. Because I remember, my first 3D
program was a thing called Swivel 3D. Nevertheless, the
still-inhibited evolution of desktop computing limited the
practicality of 3D graphics, so the three-dimensional world
temporarily proved to be little more than an intriguing
distraction. And I would do the tiniest little thing, not even
ray-tracing, and it would take, like, 25 minutes to render a tiny
little airplane at, like, 320x240 pixels, Dubin says. So, I kind
of put [3D] on the side for a while, because it was, really, too
slow. With Dubins directorial career still bustling, he continued
on this path, undistracted until the late 1990s. It was then that
his 3D curiosity manifested itself once againbut this time in a
practical capacity. He helped spearhead a new TV concept for
Columbia Tri-Star Pictures, a science-based kids show called
Beakmans World, sort of Pee Wee Herman meets with Wizard, as
Dubin describes it.
| "I got involved with Cinema 4D when I was finishing up Beakmans
World," Dubin recalls. "This was when I really got involved with 3D
again-in 1996. I was directing the show, and we had a lot-tons and
tons-of special effects. And I wasn't so happy with some of the
effects I was seeing, so I started to play around with doing some
of my own effects-with Adobe After Effects and, at the time, with
Strata [StudioPro] and Infini-D. And I started to do a lot of the
effects on the show by myself, just on weekends, sort of as a
hobby, to the point at which I was doing about 15 to 17 percent of
the effects on the show. And that made okay money, too. I was
making a nice little bonus, on top of the directing check, for
turning in the CG." Dubin's subsequent experimentation with Cinema
4D eventually led to his adoption of the popular software as he
began garnering 3D jobs for pay. |
 |
I just picked the damned thing up (Cinema 4D), never even read the
manual, and just started playing with the thing, Dubin says,
lauding the programs ease of use. And, every now and then, you
know, I couldnt figure something out, and Id go hit the little
button up there that says Help, that would open up the manual,
and Id look that thing up, and Id read it, and Id do it. I think
I used a tutorial for Thinking Particles, because you needed to
read that a little bit. [Cinema 4D] was so straightforward.
Then, last summer, after a few years of becoming intimate with
C4Ds wares, an interesting opportunity arose for him. By chance,
he became acquainted with a coffee-making company in Europe called
FrancisFrancis! The job called for him to model three of the
companys expresso machines, then to animate the coffee-making
process. The genesis of the project was also quite amazing, Dubin
says. I had seen the X1 in stores; it was a very pricey machine. I
liked the design of it, but a little too pricey for me to buy. So,
I went home, after I saw it in the store. And from memoryI didnt
even know they had a WebsiteI made a model of it. And it was cool;
it felt good. And the next day, a friend of mine comes over, and he
looks at it on my screen, and the first thing he says is, Is that
a photograph or did you make that? And I go, I made that. And he
goes, Thats really good. You should call the company up; maybe
you could trade them the picture for a coffee machine. And I said
to my friend, What? Are you crazy? If I say, Im gonna give you
a picture, and I want a $600 coffee machine, theyre gonna hang up
on me. So, he said, No, you should try it. So, you know, he
leaves; I dont think anything of it. Then, a surprise meeting
cancellation leaves him with some available time.
 |
"So, I'm sitting there with nothing to do. So, I say, 'Hey,
what the hell? Let me try that.' So, I call the company up; I leave
a brief message. An hour later, I get a call from [company owner]
Jan Anderson, and she says, 'You know, your message fascinated me.
What do you mean, exactly, 'a 3D model of our machine?' I had a
conversation with her; I sent her an email of the picture. She
calls me back, and she says, 'Now, you have a 3D model. Does that
mean that you can animate it?' I go, 'Yeah.' She goes, 'That's
amazing because I was just sitting here with my associates, and we
were just talking that we wanted to do an animation of our
products. Would you be able to do that?' And, you know, it lead to
a four-and-a-half-month job-that quirky little phone call." Thus
began Dubin's expresso-animation project, which spanned July
through mid-November of 2003. He fired up one of his Mac G4 PCs and
began the modeling portion of the project, using Cinema 4D's
subdivision-surface features to sculpt the three coffee-making
units. |
It was a fairly easy model to build, says Dubin, who freely
admits that he has no conventional artistic leanings. The
difficultly was not in building the model; the difficulty was in
measuring it and in doing it accurately to the product, because
there was a real product to compare it to. The project involved
not only modeling the base expresso units, themselves, but also
various gauges, buttons and switches, as well as applying
approximately 30 texture maps in various locations, for product
packaging, gauges and labels. He also used some HDRI maps of an
Italian kitchen, applied to a sky object, for additional
reflections in the scene. Then the machines operational process
had to be visually articulated, showing buyers precisely how the
units work. Eventually, the resulting animations would be output to
QuickTime, at 728x586 PAL, 25 frames per second, then compressed
and burned onto DVD media.
| The PAL output would be converted to NTSC, at 720x486 and 29.97
frames per second, for use in North America, via a proprietary
algorithm. The resulting instructional product DVD media were to
accompany the expresso machines in the retail product packaging.
"Well, you know, believe it or not, 28 minutes [of animation],"
Dubin says, describing the total final output, spanning three
separate sequences-one per machine. "I started it with one [Mac]
G4, a dual-500-megahertz. And I have a second dual-500 machine, and
I thought I would end up using the two of them. I just really
figured out a pretty good workflow between building the models,
rendering and getting approval. So, I pretty much worked during the
day, and I would quit at about six or seven o'clock and set the
stuff to render 'til 10 in the morning. And I found that I was
getting all that I needed. That was enough to keep me busy without
down time, and enough, you know, to keep going, not really being
hindered by the render time." |
 |
In mid-job, Dubin switched to a dual-processor, two gigahertz G5
equipped with four gigabytes of RAM, two internal hard disks
(160-GB) and two external hard drives (200-GB). The workstation
also boasts a 24-inch Sony FW900 monitor sporting an ATA 9800 Pro
graphics accelerator. And let me tell you, the speed was
unbelievable, Dubin emphasizes. It used to be that Id have three
hours, and Id go out, and meet some friends and have some coffee.
[But now] Id come back and it would be done in 11 minutes. So, if
anything, it screwed my workflow up, because I had all these holes,
suddenly, in the workflow. It was rendering too fast. I would be
able to render things during the day instead of having to render
them at night. And I would barely have enough time to go and get a
cup of coffee, and come back, and the scene would be done. But
with the goal of producing absolute photorealism while implementing
four different chrome shaders and using high anti-aliasing
settings, Dubin needed more than fast hardware performance. He
needed scintillating output and lightning-fast feedback and overall
performance. One reason I like Cinema 4D over Maya and all these
other [programs] is the renderer is so fast, Dubin says. Its
amazing. Because, if you dont have a render farm, if you only have
a couple of machines, boy, the render speed is terrific.

Dubins praise for his beloved 3D software overfloweth. So, I find
[Cinema 4D] extraordinarily user-friendly. And the results are
terrific. I mean, you can see for yourself on this thing: I have
been told from my friend, who first saw the original image, right
up to some partners in Italy, who had said, Are you sure he didnt
photograph it? What I really think made the huge difference [in
this project] was Cinema 4Ds ability to do HDRI (high dynamic
range imaging), Dubin explains. I started this project just about
the time that [MAXON] came out with that. And I think thats
probably why [FrancisFrancis!] went ahead with the job. Because
when I showed it to them, in an HDRI rendering, I immediately got
an email back saying, This looks better than the real machine Im
looking at on my desk. As for project challenges, the foam and
steam appearing in each of the approximately nine-minute sequences
ranked high in difficulty. The particle engine shipping with the
Cinema 4D Studio Bundle fit the bill, as did the Dynamics module.
First of all, the particle generation: I did steam, and that
looked unbelievable, with shadow and the whole thing, with Thinking
Particles. And I also used Dynamics, cause in the opening of the
video, theres a coin that comes in, which is their logo. It comes
in, and it spins around, and does one of those classic kind of
nickel things, where it hits the ground and goes whirl, whirl,
whirl, whirl, whirl, whirl, and stops. So I did that with Dynamics.
I just took a coin to see it drop and spin, and the whole thing.
And then, of course, I adjusted the texture so that when it
stopped, the texture is straight. But for a project of this
nature, Dubin found that some scripting was helpful, if not
necessary. I also used Xpresso functions, in a couple of areas.
Where I used Xpresso is foam in the cup, and milk in the little
steamer cup, when it comes in. I used the Xpresso functions there
to make sure it always stayed parallel to the surface, no matter
how you would move the cup. So the liquid would stay not only
parallel to the surface, but that the top surface, representing
foam, wouldnt extend outside of the cup.
 |
Dubin did find that some portions of the project were a bit
tricky. Some functional variations among the machines led to
confusion and some touch-up work. "It was very idiosyncratic. One
machine had regular switches that, when you pressed the button in,
the machine goes on. And when you press the button and it goes out,
the machine goes off. For some reason, the designer didn't like
that on the machine called the X5. He didn't like the way it looked
when it was off. So, in that particular machine, when the buttons
were pressed in, the machine was off, and when the buttons were
out, the machine was on. Of course, I made that mistake, thinking
the buttons [on the X5] were normal buttons. And I had to redo all
the buttons on that machine." The creator's resolution to this
problem involved a clever use of bluescreening and the
implementation of some compositing software. |
Because a lot of times, you make a mistake, Dubin admits. You
know, a dial is at the wrong setting; a panel light should be on
when its not on. A switch should be up when its down. So, what
I would do was, I developed a little technique where I would do a
bluescreen, where I would just put a blue mask up front, where the
camera is, to cover everything else in the scene. So, if I had to
re-render some motion, I would only be rendering that little 10
percent of the image where the switch is flipping. Then, I would
just take it into After Effects and do a key, and pull out the
blue, and drop that little thing in, which is a lot quicker than
re-animating the entire scene. So, I use that technique a lot.
This project also marked a first for the digital artist. This was
the only time that I used Cinema 4D to completely build a CG
environment, Dubin says. There was nothing on the screen that
wasnt Cinema 4D. It wasnt composited with anything; it wasnt
mixed in with live action. It was just photorealistic animation
from beginning to end. Generally, in the past, when Ive used
[3D], its been combined with live action.
| When C4D had finished all its rendering tasks and the hard
disks stopped whirling, the result was three mammoth QuickTime
files, each measuring 16-17 gigabytes. Dubin then began using his
bluescreen technique in After Effects 5.5. After these measures,
the revised output was imported into Final Cut Pro 4.2 for editing.
Dubin used Live Type and Soundtrack-both shipping with the
program-to add titling, and to add audio tracks and sound effects.
Soundtrack, a loop-based editor, was used to create audio tracks
from a stock library, and the sound effects were produced by
recording the machines' actual operation. All audio was exported
from the two standalone programs, then mixed in Final Cut Pro. The
three final QuickTime files were imported into DVD Studio Pro 2 for
MPEG-2 compression, and interactivity was added, followed by
encoding into DVD format. Each QuickTime animation originally
measuring 16-17 MB was compressed down to less than two MB. Dubin
burned a master DVD in his home office, then carted the media from
his residence in Santa Monica, CA, to a mastering house in Irvine,
All4DVD, located about an hour away. There, the first run of 20,000
DVDs was produced for North America and another one of 20,000 for
Europe. |
 |
The DVD content includes each of the three machines animated and
accompanied by four different languages. Interactivity was
implemented to allow users to choose which product to preview and
whether to play any sequence from the beginning or to jump to a
specific chapter. As for the project-approval process at various
stages, Dubin used a secure Website to post compressed
half-resolution versions of the animations. There was an abundance
of material to preview and approve, with each expresso machine
involving 90 files ranging from 80 to 500 MB apiece.
 |
Concerning Dubin's other 3D work, he also uses Cinema
4D-currently version 8.2-for promotional purposes. He finds the
software very useful in this process. "Case in point: We had one
particular proposal I had to do, and I needed a little DV mini-cam,
but I needed it a certain way with a certain logo," Dubin explains.
"So, I just took a couple hours out at night, and I made a
photorealistic model of a Sony-style mini-DV, so I could put
exactly what I wanted in the viewfinder and exactly what logo I
wanted, and exactly what colors I wanted. And I used that for the
cover of the sales brochure, for the project." What about future
Dubin work using Cinema 4D? "I've got two pilots [done] wholly with
Cinema 4D, also. One, most recently, is a kids show called 'Headz,'
which is floating heads and spheres. And the faces are shot on
bluescreen, but everything else is all CG. And I know, from doing
TV pilots that that would have cost several hundred thousand
dollars (to produce the pilot with conventional means). Here, that
took me two-and-half, three weeks of work in the evenings, to
build. " At the end of the day, I can do most of what I need to do
with Cinema 4D. And why get into more tools and more expense on
another platform? |
These guys (MAXON Computer) have been moving real fast with
upgrades, Dubin continues. Theyve been going like lightning.
Heres a company that, when I started using [Cinema 4D], nobody had
heard of them. I started using it when everyone knew what Strata
was. But after I started using Cinema 4D with Version 5, I put
Strata down immediately. I said, Forget this. I saw the
handwriting on the wall. [Cinema 4D] is much easier to work with.
And much faster to render.
Ed Scott is a freelance writer and computer graphics
specialist residing in Central Missouri.
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