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We're in chapter 3.11.c4d, and what I'm going to do is start adding some detail to the face of my robot here by actually carving into the robot shape. Over in the Objects Manager, I'm going to close up some of the layers here. And just open up the neck layers so I can see the head and the head is what I'm going to work on. Now I can add a fill it to the head, so I add a fill it. Bring down fill it radius, make it slightly less filtered. And just soften the edges a little bit so down to a value of maybe four or five would be a good value.
But if I went to sculpt it further than that, I really need to start well if I'm going to be just using shapes. Using generators which can actually carve shapes into the head. So, I am going to go and select the live selection tool and what we are going to have a look at is how we can use one shaped cutter hole in another shape and thus change the shape of the object. So, what we are going to do is we want to really look at the heads. So, I am just going to use my one, two and three keys.
Just to move the view around 'til I can see the head. And zoom in a little bit on the head, so that we can see it quite clearly. And I want a slight angle. So let's look at it from that angle. And then, what I'm going to do is create a couple of cylinders, okay? We'll start with one cylinder. I'm going to create a cylinder. I'm going to move it into position. Near the head. Now the first thing I want to do is change it's orientation. So I want it to be on the let's see, plus shade orientation.
And what I want to do is use it to cut eye holes in my head. Okay, not in my head in the robots head. So I'm going to bring down the radius. Make it a lot narrower. And, ten centimeters should be good for that. And I'm also going to make it less deep. So what we're doing here is we're using this to kind of punch a hole in our robot. Now at the moment, the robot's head is rotating, which makes it a bit more difficult for me to get this at the right angle. So rather than trying to change that angle, what I'm going to do is adjust the chest angle which I think is the object that was rotated.
And let's just rotate that back, to its default value. Now obviously the minus 90 should have been there so I'm going to put that back. It was just this rotation value here, the pitch, that I needed to rotate. So, once I've done that, select the cylinder, move it into position. Okay? Now, I can then use my views, so I'll jump to the Front View, make sure it's in the right position for the front. Whilst I'm in Front View, I might as well duplicate it, and create the other eye.
So let's hold down the Control key, click and drag it across to the other side. So I've now got two eyes for my robot. And I need to go to Right View, and just make sure it's in the right position, there. So I'm making sure I've got both of them selected. Moving them back, so that they intersect with the robot's head. Now, if we go back to our regular view. You can just see the edges of those shapes. Sticking out there.
If i deselect them. You can see, as I move around, you can see they're slightly raised on the robot head. But I want them to punch a hole in the robot head. So what I need to do is create a generator to do that. And the (INAUDIBLE) generator. Is what will do that for me, a little bit more tricky to use here, what we're going to have to do is drag it down so that it's inside the neck. Parented by the neck, okay and then we drag both of our cylinders on to it, and we also need the head on there as well.
Okay, and you'll see that once I have the head parented to the bull and then cylinder parented to the bull as well, I can cut the hole in the head. And if I then drag one cylinder onto the other, I get both of them being cut into the head. So little bit complicated there. Basically, because the head was parented to the neck, I still want the head to be parented to the neck, so that. If I need to rotate the neck, it will rotate around and follow the neck.
But I also need the head to be parented to the bull. So the bool goes between the neck and the head, and then the cylinders are parented together, and parented to the bool as well. And that allows us to cut that shape out from the head. Okay, I could also add shapes to it. So let's just deselect that, and this time what I'm going to do is go up here and select a capsule. Okay, I'm going to drag the capsule up. And I'm going to create a few different capsules.
The first capsule, I'm going to use as kind of detail on the side of the head. So I'm going to go into my Object Settings, and I'm going to adjust the height values down to about there. And we'll have the radius Maybe a little bit bigger. Okay, about there. And all I'm going to do is just to combine that with the head. So it's kind of like, reminds me a bit of the cyber man from Doctor Who. That kind of detail that's nice to have on the side of the head. Now if I want to, I could go to Right view and just rotate that a little bit.
So rather than just being straight it's kind of rotated. Makes it a little bit more interesting. Almost like an ear. And then if I go to front view, I can create a duplicate of that using the Move tool or the Regular tool, and hold down the Control key, and click and drag that across, so we have one on each side. Okay, back to our Perspective view. And here we see that detail on each side of the head.
Now, as a side, I wanted more capsules. I'm going to add capsules to the eyes. So I'm going to go back to Capsule, this time I'll select and move it up, move it across slightly and I'm going to change the orientation of this one and again I want plus z. Okay, and we're going to make it smaller so the radius of the eye holes were, let me think, think they were ten so we maybe need make the radius of this eight.
It's just quite small. Okay, so we'll do the height 20, or actually, maybe a little bit higher than 20 would be good. Let's go to 30. And then we're going to use our views just to position it so let's just move it, first of all in front view. I can just do it quite roughly to begin with. And then we'll go to. The right view, just to make sure it's sticking out a little bit. We want some bulging robot eyes.
Once I've done that, if I jump back to front view, I can just hold down the control key and make a copy to go to the other eye. And then we're back to Perspective view. Ad you'll see now I have the eyes in the sockets. Now obviously I can just adjust these just a little bit if I need to push them back into the sockets a little bit further. But you'll see that that gives you a nice bit of depth to the eyes. So they change as you move around the object. The position of the eyes within the sockets appear to change.
So. I quite like that effect. And again, let's just adjust it slightly. Bring them out a little bit more. And there we have the eyes for the object. Now, I'm also going to make a mouth. And very easy mouth. And for that, I'm going to just use a rectangle, okay? And a rectangle spline is what I've got. I'm going to move it up into position. And just going to adjust the width. So let's make it 100 by 30 to start with. We may need to adjust it again.
And we're going to move it up and in front of our robot, now what I want to do is I want to give this a bit of depth so I can use what's called the extrude nurb to give it depth. And I drag the rectangle. On to the extrude nurb and you'll see that now I have a rectangle with depth. It's like a solid rectangle. I can move onto my object. Now I could choose it to cut a hole in the robot, but I'm not going to do that. So I'm going to click on the Extrude Nurb and in the Caps tab of the. Attributes manager.
I'm going to change the start value to fillit cap, okay? Now fillit cap will put a bevel on the edge, like we saw earlier, but you'll see that there's still a solid cap on top of that. If I say fillit, without the cap on top, you'll notice it creates like a, hole inside. And I can adjust the Fillit Option as I increase the steps as I did before. You can also change the type of Fillet. So there is all different types of Fillet. We have a linear fillet, convex fillet, concave, half circle, conic half circle One step, two steps, and engraved. So, various different options.
I'm going to leave it on engraved. And I'm just going to go back to the rectangle. And let's just adjust the width a little bit, and the height a little bit. And all that's left to do now is just put it into position. So we'll use our different views to do that so let's place it centrally, move it down a little bit and then in Right view just attach it to the face itself.
Okay so we now have the mouth and the eyes. On the head you feel free to adjust that slightly, I've just stuck some values in there, but it need a little bit of work in terms of the composition, so have a look at play with that and create the features for your face, in the next step we'll look at how to adjust the shape of the face that's not quite as square as it is at the moment
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