School of Motion

At School of Motion's Ascent program, I was able to take my 3D skill set to the next level. My biggest takeaway was learning how to use Redshift in Cinema 4D. Understanding complex subjects like rigging and fields became a little easier (and delightfully fun) with the guidance of my awesome instructor, EJ Hassenfratz.

Lighting & Materials

This section of the course focused on setting up lighting and materials for product-based renders. Once I established the lighting, I developed materials using Redshift's nodal-based shader graph.

Raw render, no lights, no materials.

Raw scene

Scene with lighting established.

Established lighting

Scene with established lighting and materials

Lighting & materials

Product shot of Headphones
Product shot of Headphones
Product shot of Headphones

Dynamic Simulations

This exercise focused on learning how to set up soft body dynamic simulations. The goal was to create an identity-based animation featuring a logo and soft body dynamics. I chose to go with an abstract art direction inspired by the Adobe Max branding style, which could be used for promotions, tradeshow graphics, marketing, and more. I setup everything on these animations including, design, lighting, materials, and dynamic simulations.

Soft body dynamic simulation of rainbow noodles on a 3d logo.
Soft body dynamic simulation of mercury bubbles building a 3D logo.
Soft body dynamic simulation of balloons filling the space and leaving negative space of a logo.
Soft body dynamic simulation of 3d balloon logo being squished by pillars.

Basic Character Rigging

The goal of this exercise was to animate these characters in a dance contest. After rigging and animating these little guys, I set up the cameras and stage to resemble a 90's Hype Williams style music video.

Dancing rapping catterpillar.
Dancing rapping red guy.
Stomp dancing green guy.

Vertex Maps & Fields

The objective of this exercise was to develop vertex maps and integrate them into field-based animations. I created a vertex map that left a trail behind the ball, which influenced a field-based animation that revealed terrazzo materials following the ball's path.

Before Vertex Maps

Before Vertex Maps

After Vertex Maps

After Vertex Maps

Before Vertex Maps

Before Vertex Maps

After Vertex Maps

After Vertex Maps

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