turning drawing into 3d model cinema 4d

Acquire some box modeling nuts to unlock the power of modeling in Cinema 4D

Movie house 4D is the industry standard 3D blitheness software in the world of Movement Design. And while it is (in our opinion) the easiest 3D software you can learn, the principles of 3D animation are still fairly technical and can be a challenge to master. Modeling is an expanse that many Cinema 4D users, especially new ones, are not very comfortable in. We're here to tell you, it doesn't have to be this fashion.

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He's feathered. He's fine. He's your friend.

In this tutorial, Cinema 4D Basecamp instructor EJ Hassenfratz will testify you simply how simple the modeling process can be. He'll use the principles and techniques of box modeling to create a fine feathered friend from offset to cease, instruction you many tools and tricks along the way.

Today is the day y'all cease feeling uncomfortable with 3D modeling.

Intro to Modeling in Cinema 4D

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​​What are you going to acquire in this tutorial?

This tutorial is a quick dive into the world of modeling. There are many ways to approach modeling in Cinema 4D, and in this lesson you'll learn some box modeling basics and some very handy techniques for creating organic shapes.

HOW TO Use REFERENCE IMAGES

You don't model in a vacuum. Learn to set up your viewports in Cinema 4D with reference images.

Cinema4D-Box-Modeling-Reference.jpg

The front and side of a bird. What did you expect?

BOX MODELING BASICS

Every bit crazy as it sounds, you tin can model just well-nigh anything by starting with a box. We'll bear witness you how.

USING SUBDIVISION SURFACES

Boxes have hard edges... birds don't. Larn to employ subdivision surfaces to give your base model more detail and fluidity.

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Boxes and birds. Birds and boxes.

MODELING WITH SYMMETRY

Why model both halves of something that'due south symmetrical? The symmetry tool volition, quite literally, cut your work in one-half.

OTHER TOOLS

In the course of this lesson y'all'll also go familiar with tools like the Loop Choice, Loop Cut, Deliquesce and Iron tools.

Cinema4D-Box-Modeling-Bird.jpg

A well modeled bird is a happy bird.

Become All-time Friends with Movie theater 4D

If you dug this lesson, you might only fall in dearest with our 12-week Cinema 4D class, Cinema 4D Basecamp. EJ takes you from C4D rookie to experienced pro over the class of several real-world projects and challenges.

Cinema 4D Basecamp is designed for artists who want to add together 3D to their toolkit, but who don't know where to start. Check out the information page to find out more about this exciting form. See you in class!

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Tutorial Full Transcript Below 👇:

EJ Hassenfratz (00:00): EJ hither. And in this brusque video, I'grand going to show yous a few simple tools you can use to start modeling most anything you want inside of cinema 4d Movie theatre four D is the industry standard 3d software in motion design, and being able to use it is a massive advantage in your career. In cinema 4d base military camp, we accept you from total beginner to confidence, C 4d artists in 12 weeks. So check that out. If you really desire to learn this amazing tool, besides, you tin download the project files I'm using in this video, plus a modeling hotkeys cheat sheet to follow along with me or to exercise with after you're done watching details or in the description

EJ Hassenfratz (00:51): In 2nd, you only really demand to know how to employ the pencil, to create whatever your eye desires. Yous're just limited by your illustration skills in 3d. The bulwark to creating what you have in your head is a lilliputian flake steeper requires yous to learn how to model and sculpt in 3d space. And honestly, borrowing is one of the hardest skills to learn in 3d. At present we're just going to model something very unproblematic. We're going to model my little pigeon here that I actually sketched out. And the affair yous're going to acquire is the basic principles of box modeling, which is 3d modeling that begins with yous guessed it a box. And so I have this sketch here, and information technology's very important when you model something that you have something to reference to look at, and then yous tin build your model based off of those images. So here's my, a very poorly drawn sketches of my little pigeon that I'm hoping that nosotros can become ahead and model in cinema 4d.

EJ Hassenfratz (01:47): Alright, so here we are in movie house 4d, and nosotros're going to use that, uh, horribly drawn sketch of mine. And nosotros're going to bring it in here to utilize it equally a guide, to be able to model from it's e'er important to, you know, base of operations your models off of sketches. And then you lot tin get the right kind of course that you lot want, or, y'all know, if y'all're trying to model a staple or a given image of a Stabler, all that good stuff. So a woman to do is become ahead and click this summit right button to bring up my 4 upwards view. And what I want to practice is load up the side view in my right view and the front view of my pigeon in the front end window here. So what I'm going to practice is select this correct view and go to options configure in, in the viewport attributes hither, I'thou going to become to the back tab and here's the image option where I can click these 3 dots here and go ahead and load up my pigeon side.

EJ Hassenfratz (02:32): And then we tin can do the same thing for the front end view past going to options, configure in going and loading up the pigeon front, okay. In each of these options, I tin can arrange the size or the start and accommodate the transparency. And so I want to bring downwardly the transparency fairly depression and so I tin can still see the geometry on pinnacle of them. When I start modeling, I'll become and click on the right view and bring the transparency down here also. So just faint enough that I can see, and I tin start modeling to this. And then everything starts from a box, begins with a box. And what we're going to practise is basically but kind of bring upwards the size of this rectangle or this queue, scale this down, hitting the Tiki for calibration, and basically just block out this shape, striking the key to move.

EJ Hassenfratz (03:18): Okay. And it's always of import to use the shortcut keys Eve, remove T for calibration and merely kind of making this cube as tall as the base body of our pigeon body here. Okay. Now what I'thousand going to practice, you lot, this is not looking like a pigeon so far. So the other parts of box modeling is throwing your box into a subdivision surface and yous can come across hither'south our subdivision surface right here. We throw the cube in that subdivision surface is going to smooth everything out and make it lot more organic. Okay. So right now we just have like this long, tall blob and the key to how the subdivision works is if y'all add more segments to your geometry, similar say segments in the Y y'all can see that we're getting a more of a defined shape. It'due south looking more like a pill. Information technology's actually looking a lot more similar the actual shape of our pigeon here just past adding those little segments now are not really seeing the segments in our perspective view.

EJ Hassenfratz (04:thirteen): If yous want to see them go to our brandish mode and become to garage hitting lines, and you can come across the consequence of all the extra subdivisions that's coming from our subdivision surface. If I click on that little cheque box, it's going to conciliate that subdivision surface. You can see the cube with just those three segments and you lot can see just, it's just a block and y'all can see what the subdivision surface is actually doing in that location. And an easy way to enable and disable subdivision surfaces is by hitting the cue primal. Okay. So if I hit the Q fundamental and you tin can see the before and later on there. Then with these added segments, what I want to exercise is commencement extruding and extruding is one of the most mutual types of modeling functions that you can do to build the, uh, posterior cease of our pigeons.

EJ Hassenfratz (04:58): So to be able to access the points, edges and polygons of my cube, I need to make this editable. Cause correct at present I tin only control the size hither and the segments. So what I need to do for that is to click on my cube and I tin can either click this button here. That'south going to convert this to an object that I can then edit the points edges in polygons, or I can just hitting the C cardinal. Okay. So it's ever, once more, important to know the shortcut keys. I'one thousand simply going to hit C and then I'1000 going to go alee and get and become to my polygon mode here, and I can actually select polygons and movement them around. Now, one of the important things you do not want to select polygons or points or edges and motility them effectually in your perspective, y'all tin see when I move that polygon around information technology actually moved information technology and pushed it back to the side.

EJ Hassenfratz (05:42): So I'one thousand going to get ahead and, and do that. And so you lot ever want to motility your points, edges or polygons in either your peak forepart or right views here, because yous can actually just move this forth, a set 3d airplane and not have those weird, yous know, movements of your polygons all over the place. So what I'm going to do is but extrude this petty polygon out here to make the backend of my pigeon. And so I'm going to hit em to bring up my modeling shortcut keys, and you can see if I hit T it's going to bring upwardly the extrude. And if I just click and elevate here, you can see there is my added geometry there. Now I can hitting the Due east key to bring up my move tool and just motility this into place. I can hit T for scale and just scale this down.

EJ Hassenfratz (06:26): And while I got like the fiddling backend of my pigeon, simply like that. So you tin see that I basically only blocked off the basic shape of my pigeon, but y'all can see that I desire to make this, you know, if I look at my character here, the sketch, it kind of has the burl of the belly. Now I don't take plenty geometry enough definition of my geometry to be able to make all those kinds of fine melody details. So to add more particular to this mesh, I'm only going to go ahead and subdivide all these polygons, considering again, really, we're just working with this really indigestible shape right at present. So what I'm going to practice is with a polygon selected, I'm just going to hit command a, to select all those polygons. And what I'm going to do is correct. Click and go all the way down to subdivide.

EJ Hassenfratz (07:11): Now you lot'll observe there'southward this gear. Nosotros're going to select that gear. And we're going to bring up this subdivide control. And what this allows yous to practice is subdivide and create more polygons based on the polygons that you lot currently have. So if I have a subdivision of one, we're basically going to subdivide all the polygons we currently accept, and basically multiplies, we're going to have double the corporeality of polygons. Now, if we check on this shine subdivision, information technology's going to subdivide and also polish it out as well. And that's exactly what we desire. So I'yard going to bank check on that smooth subdivision hit. Okay. And you tin come across that nosotros have doubled the amount of polygons here. We accept way more definition on our geometry. If we plough back on our subdivision surface, you can see, we nonetheless accept the basis of our effigy here.

EJ Hassenfratz (07:53): The merely thing that's inverse. So if nosotros become to our cube object here, which actually we should double click and it's renamed dove body, nosotros can become in kind of select these points, get into point way and start pushing them out and creating our fiddling belly here. Okay. Now the only problem with this is, is I'm just selecting and moving points on i end, which means that I'd have to, you know, try to mimic the point motility on the other side. Uh, and I'm but going to go ahead and undo all that because there'southward actually an easier style to do this since I know my body is going to be symmetrical. I can actually just go ahead, hit the zero central to bring up my rectangular pick, or only go upwardly here and just select all the points on this left side here and make sure that my merely select visible elements is checked off.

EJ Hassenfratz (08:41): If that'south on. And I select these points, yous're going to see the, I only select the forepart. And then brand sure that'due south checked off, select all the points on the left and simply go alee and delete them. Now, earlier you freak out, we're going to bring them back really apace and that using the cemetery tool. So right where we have the subdivision surface, let'south catch the symmetry tool and place the symmetry tool underneath the subdivision surface and place that pigeon body underneath the symmetry object every bit a child. And you lot'll see that we now take our polygons and edges and points mirrored on the other side. Then this means that if nosotros select a point over here and movement it, it'south going to mirror on the other side. Okay? So now we tin more easily shape the body we want, over again, we want that nice belly bulge or pigeons, been eating a lot of trash.

EJ Hassenfratz (09:30): She'southward squeamish and total. The one matter you don't want to do is select these center points. If I move that, you're going to see a gaping hole in our pigeon, which is not practiced. So how the cemetery object works is you lot need all of those eye points aligned, correct? Smack dab on the eye of your composition. So if you select this indicate, you lot can run into that that bespeak's really living on the 32 centimeters in the Ten. I just demand to go ahead and zero that out hit enter, and that'll make my point, uh, aligned all over again. Then again, nosotros got our overnice little belly bulge going on in that location, looking skillful. And now what nosotros can do is go and make our legs. And so for that, I'k going to go into my polygon style and just get ahead and what select, uh, let's permit this polygon here.

EJ Hassenfratz (10:18): Okay. Now this is the whole reason why nosotros subdivided. Everything is so we have these extra polygons. We tin can build other geometry on. At present we don't want to just extrude. We're actually going to use another very mutual modeling function, which is inner extrude. And what inner issue does if I get and hit 1000 to bring up my modeling, shortcut keys up once again, you tin can come across w is inner extrude. So I'm going to hit west and if I click and drag, yous can see them actually inner extruding that polygon Touhy, smaller polygon here in from this polygon. I can now extrude out my feet. Now, the one thing I'm going to do though, is you can see that my geometry, this polygon is a little bit warped. And then what I can practise is with that polygon selected, only go ahead and enter zero for the Y scale and merely flatten out that polygon.

EJ Hassenfratz (11:04): Okay. And so at present it'south nice and apartment. And and then what I tin can do at present is hit M and T to go my extrude tool and just click in drag. Okay. Now, ane thing you're going to see is that my legs are more of a, a oval shape. So I'm going to go alee and disengage that, and I'm going to go and hit T for scale and brand sure that our meridian view is going to be handy here. That our polygon is really a nice square, because this is going to create a really nice, smoothen kind of cylinder, but like we had with our head. And then now I tin go ahead and hit empty and bring my extra tool and just go ahead and extrude few times, let's make certain we have our leg virtually as alpine as our drawing hither, so I can always hitting the E key and move that polygon upwardly.

EJ Hassenfratz (11:51): And once again, I want to make sure that this polygon, this forepart polygon here is a squeamish square cause I'g going to go ahead and click vats, polygon, and extruded here for the middle toe. So I tin can either striking empty to bring up my extrude tool again, or hitting the command key. And you lot're going to see the cursor with these two boxes, two squares. And if I click and drag, while hovering over that blue arrow, I tin can really extrude out every fourth dimension I click and drag. So there's 1 of the middle toes there. Now, what I'one thousand going to do is select both these side polygons here and hit empty and extrude this out. And what I want to practise is make sure I have a nice square. So I'm going to hitting T and simply motility that out. And and then I can select both these polygons hit empty and extrude these out a couple of times.

EJ Hassenfratz (12:41): Then now we've got our toes looking adept. Y'all tin can see they're a niggling flake oblong shape, so I tin maybe scale these downwards. And what you're going to encounter is that our anxiety look more similar a fork. So what I tin can practice is become to my edge mode and select both of these edges by property the shift key down and just remove them. And you don't want to hitting the delete cardinal, cause that's going to delete the polygon. And so I'1000 going to command Z to undo that, and I'm just going to right. Click and go to dissolve, and then I'll actually remove those edges and kind of round that toe out. Okay. So what we can exercise now is maybe this big toe, a little scrap too large. So what I'm going to practice is get my loop selection past hit you. And this will bring up all of your selection, shortcut keys.

EJ Hassenfratz (13:21): So just similar we hit the MTA, bring our, uh, modeling commands. These are your selection commands. So U and and then L is going to get our loop selection. So I can select this loop and concur the shift key downwards and grab this loop. In one thing nosotros can do to kind of calibration this downwards is right clicking and going to normal motility. And this will only kind of shrink down that eye toe there. Okay. So this is looking pretty good. I can merely go ahead, hit the cipher key for rectangle option, select all of these polygons and just calibration this down. Maybe rotate these to the side and go something like that. Now we tin can actually smooth out all the human foot polygons here by right clicking and using the iron tool. And you can see this is actually going to just smooth, everything out really nicely.

EJ Hassenfratz (14:12): And I can go ahead and select the points, get my rectangle selection, select all these points in zero out. The why. So all these points alive on the aforementioned aeroplane in that foot is overnice and apartment. Now what you're going to notice is that we have some weird kind of polygons going on right hither. So what I tin can do is add more definition. If I hitting the cue primal, you can meet exactly what'due south going on. I can actually add a cut here to add more than definition to the base of our foot hither. So nosotros don't have these stretch polygons. Then what I'm going to practice is hit the empty and so L for the loop cut. And just go ahead and you can see, we accept this piffling loop here. If I just click, it's going to add that loop cut. And y'all're going to run into that we accept much nicer definition at the base of operations of our foot.

EJ Hassenfratz (fifteen:02): We don't accept those really jinky edges right in that location. Okay. So this is looking actually nice. Let's go alee and let's quickly use some other box modeling techniques to build the beak in the fly. So let's go alee and exercise that really quickly. Let'due south catch our cube. Permit'due south movement this into place. Use our forum upward view here, use our sketch and shrink this downwardly. And what I'm going to exercise is make a segment in the Z and y'all tin can come across that added segment there. I'm going to hit the C key to make that editable. Allow's grab this polygon here and simply compress it downward. Let's place this in a subdivision surface hither, rename this bill and but kind of motility this on up. There's our nib it'due south. At present nosotros can do is become ahead and create the wings. And then I'll grab yet another cube, scale this down once more. We're going to become and block out this bones shape using our four upwardly view here,

EJ Hassenfratz (16:08): Just getting this basic shape. And for this, I'1000 going to go ahead and add together a segment in the 10, Y, and Z. We got 2 by ii by two, make this editable by hitting the C fundamental rename this wing. And what I'g going to practice is take hold of my polygon selection tool, select i of the polygons command or control a to select all those polygons, correct, click in, catch that iron tool over again, you're going to see this is going to like round out these polygons, which is really nice. And I'k just going to throw this into a subdivision surface, and now nosotros tin can get and hit nix and get our rectangular option tool. In our signal tool striking the key and move these around, scale information technology upward, calibration it upwards on the Y at to the lowest degree and grab or rectangular pick tool. Once more, hit T for scale and just scale upwardly in the Y again, matching the shape of our drawing hither, and then just hit the, he moving, scaling this down, something like this, and basically just trying to follow the form of our sketch here of our fly.

EJ Hassenfratz (17:14): So rectangular selection striking the goose egg key each key to motility naught rectangular pick, like shooting fish in a barrel to move against zippo, all that building, all that musculus retentivity. You can really start moving these points around really speedily, and we've got something like that. Okay. So now we've got our wing. We tin make this kind of adjust to the shape of our body by but moving this over, rotating this, moving this then nothing, rotating this a little every bit well. Okay. We can also scale this and thicken information technology up if we want and move this around, rotate and just motion that into place. At present, merely like nosotros use the symmetry tool to mirror the body. We can actually do the same matter with our wing, grab the symmetry tool, identify the wing in the symmetry tool. And let's merely finish this off and add our optics, this into identify. And what I'thousand going to do is shrink this in the X to flatten out the eye a little bit and add some more subdivisions here to smooth out the geometry there and grab another symmetry through the eye in there.

EJ Hassenfratz (xviii:31): Let's rename this eye and there nosotros go. We've got the basis of our pigeon. Then we're just going to go ahead and fast forward making this pigeon tail, because nosotros already know how we did this. Nosotros just extrude doing those loop selections, moving stuff around modeling nuts. Objects is actually pretty easily and fun, and it's an incredibly useful skill. Now, should we get? We got our prissy petty handsome looking pigeon all fully lit and textured here. And so I hope you learned a ton and feel way more confident most getting started modeling in cinema 4d. It's not that hard, correct? Hit subscribe. If you want more than tips similar this ane and make certain to check the description so you tin can download the handsome niggling pigeon project file from this video to run into how I lit and textured it. Plus a modeling hockey's cheat canvas for you lot to become ahead and practice with before I become very proficient in cinema 4d with the help of manufacture pros and fun existent-earth challenges, check out movie theater 4d base camp from score motion. And thanks for watching.

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Source: https://www.schoolofmotion.com/blog/intro-modeling-cinema-4d

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