Editing Textures & Importing 3D Models
Master Cinema 4D Textures and 3D Model Integration
Core Skills You'll Master
Texture Editing
Learn to create reflective plastic materials using Beckman shaders and advanced reflectance settings in Cinema 4D's Material Editor.
3D Model Integration
Master importing external 3D models from various applications and seamlessly integrating them into your Cinema 4D projects.
Shadow Rendering
Implement professional shadow passes using multi-pass rendering and compositing techniques in After Effects.
Tutorial Progression
Material Creation
Build reflective plastic textures with custom Beckman shaders
Model Import
Integrate 3D dice models and position them in the scene
Shadow Implementation
Create realistic shadows using multi-pass rendering
Importing and Positioning Dice Models
Merge Project File
Use File > Merge Project to import D6-Production.c4d containing the dice models
Group and Control
Select both dice objects, group with Alt-G, rename to Dice Controller for unified transforms
Position in Scene
Use Move tool in Top viewport to position dice next to Hard text, align with floor plane
Create Composition
Use Rotate tool to angle dice for visually interesting arrangement in Perspective view
Setting Up Object Buffers for Shadows
Apply Compositing Tags
Right-click both hard candy null and Dice Controller, add Render Tags > Compositing
Configure Object Buffers
Enable Object Buffer tab for both objects, set buffer ID to 1 for consistent rendering
Enable Floor Visibility
Turn on Black and White Checkered Tiles plane to receive and display shadows
Configure Multi-Pass Rendering
Access Render Settings, enable Multi-Pass, add Object Buffer with Group ID 1
Essential Viewport Controls
Move Camera
Drag to move viewport camera up and down for better scene positioning and framing.
Scale Camera
Drag to move camera in and out, controlling zoom level for detailed work or overview.
Orbit Camera
Drag to rotate camera around scene, essential for examining models from all angles.
In After Effects, select the Hard Candy Text.c4d layer to prepare for 3D model integration.
Press Cmd–E (Mac) or CTRL–E (Windows) or choose Edit > Edit Original to launch your Cinema 4D model for editing.
In Cinema 4D Lite, advance the playhead to 02;00 to position the timeline for optimal model placement.
In the Object Manager, click the visibility toggle for the Black and White Checkered Tiles.psd Plane to reveal the floor reference object.

Choose File > Merge Project or press Cmd–Shift–O (Mac) or CTRL–Shift–O (Windows) to initiate the model import process.
In the file browser dialog, navigate to Class Files > C4D in AE Class > AE Text to C4D > Media > C4D > Dice to locate the 3D assets.
Double–click on D6-Production.c4d to merge the dice models into your scene.
NOTE: If you encounter a missing plugins alert, click OK to proceed—this won't affect the core functionality needed for this exercise.
The import process adds two detailed dice models (D6—1 and D6—2) to your scene. These should appear as small objects at the edge of your Perspective viewport, initially positioned outside the main composition area.
Click the Toggle Active View
button in the top right of the Perspective panel to reveal the comprehensive four-viewport layout.Click within the Top viewport and press H to frame all scene objects within the view.
Repeat this framing operation for the remaining two orthographic viewports to establish proper spatial reference in your workspace.
In the Object Manager, click on D6—1, then hold Shift and click D6—2 to select both dice objects simultaneously.
Press Opt–G (Mac) or ALT–G (Windows) to group the selected objects under a new null object, enabling unified transformation control.
Double–click the newly created Null object and rename it Dice Controller for clear project organization.
Press Return (Mac) or Enter (Windows) to confirm the name change and maintain professional project structure.
Activate the Move
tool from the toolbar to begin positioning operations.NOTE: Alternatively, press E on the keyboard for rapid tool activation—a time-saving technique used by professional 3D artists.
In the Top viewport, drag the Dice Controller until the dice models are positioned adjacent to the "Hard" text element for balanced composition.

Click in the Right viewport to make it active, then use the Move Camera
and Scale Camera
controls to optimize your view of the dice models for precise positioning.
With the move tool
active, drag the Dice Controller downward until the first die aligns properly with the floor plane.In the Object Manager, click the expand arrow next to Dice Controller to reveal the individual dice objects.
Select D6—1 to enable individual object manipulation independent of the group controller.
In the Right viewport, carefully drag this model downward until it sits convincingly on the floor surface.

In the Object Manager, click back on the Dice Controller null to return to group-level control.
Activate the Rotate
tool to begin orientation adjustments.NOTE: Press R on the keyboard for instant rotate tool activation—another essential professional workflow shortcut.
In the Top viewport, use the inner rotation ring to rotate the null object until the dice create a visually compelling composition when viewed in the Perspective panel.

Click in the Perspective view and press Cmd–R (Mac) or CTRL–R (Windows) to render a test preview of your positioned models.
Click Cancel in the Asset Error alert dialog. This error indicates missing texture connections for the dice material—a common issue when importing models that reference external texture files.
Press Cmd–S (Mac) or CTRL–S (Windows) or choose File > Save Project to preserve your positioning work before addressing the texture issues.
Importing and Positioning Dice Models
Merge Project File
Use File > Merge Project to import D6-Production.c4d containing the dice models
Group and Control
Select both dice objects, group with Alt-G, rename to Dice Controller for unified transforms
Position in Scene
Use Move tool in Top viewport to position dice next to Hard text, align with floor plane
Create Composition
Use Rotate tool to angle dice for visually interesting arrangement in Perspective view
Setting Up Object Buffers for Shadows
Apply Compositing Tags
Right-click both hard candy null and Dice Controller, add Render Tags > Compositing
Configure Object Buffers
Enable Object Buffer tab for both objects, set buffer ID to 1 for consistent rendering
Enable Floor Visibility
Turn on Black and White Checkered Tiles plane to receive and display shadows
Configure Multi-Pass Rendering
Access Render Settings, enable Multi-Pass, add Object Buffer with Group ID 1
The Asset Browser centralizes all project assets with preview capabilities, folder organization, keyword search, and drag-and-drop functionality, plus access to Cinema 4D Lite's free downloadable asset library.
Reconnecting Broken Texture Links
Open Material Editor
Double-click Die Skin material to access texture properties and identify broken links
Access File Properties
Click Die Material.psd button, then ... button next to File field in Shader Properties
Relink Texture File
Navigate to Media > C4D > Dice > Mats folder and select Die Material.psd
Verify Connection
Render viewport to confirm texture appears correctly on dice models
In After Effects, select the Hard Candy Text.c4d layer to prepare for shadow configuration.
Press Cmd–E (Mac) or CTRL–E (Windows) or choose Edit > Edit Original to open your model in Cinema 4D Lite for shadow setup.
In the Object Manager, locate the hard candy null object that contains your primary text elements.
CTRL–click (Mac) or Right–click (Windows) on the hard candy null
and choose Render Tags > Compositing to add advanced rendering controls.In the Attribute Manager, click on the Object Buffer tab to access render pass settings.
Click the first Enable switch and confirm the buffer is set to 1 for proper render pass isolation.
NOTE: If the Object Buffer tab isn't visible in the Attribute Manager, click directly on the Compositing tag located to the right of the object name in the Object Manager.
Still in the Object Manager, locate the Dice Controller null object to apply similar shadow settings.
Importing and Positioning Dice Models
Merge Project File
Use File > Merge Project to import D6-Production.c4d containing the dice models
Group and Control
Select both dice objects, group with Alt-G, rename to Dice Controller for unified transforms
Position in Scene
Use Move tool in Top viewport to position dice next to Hard text, align with floor plane
Create Composition
Use Rotate tool to angle dice for visually interesting arrangement in Perspective view
Setting Up Object Buffers for Shadows
Apply Compositing Tags
Right-click both hard candy null and Dice Controller, add Render Tags > Compositing
Configure Object Buffers
Enable Object Buffer tab for both objects, set buffer ID to 1 for consistent rendering
Enable Floor Visibility
Turn on Black and White Checkered Tiles plane to receive and display shadows
Configure Multi-Pass Rendering
Access Render Settings, enable Multi-Pass, add Object Buffer with Group ID 1
Key Takeaways


Orbit Camera: Drag to rotate the viewport camera around the scene's center point, essential for comprehensive object inspection.
by clicking the dedicated button adjacent to the Render controls.