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CINEMA 4D Essentials 6: HyperNURB Modeling and Sculpting

CINEMA 4D Essentials 6: HyperNURB Modeling and Sculpting

with Rob Garrott

 


CINEMA 4D Essentials with Rob Garrott is a graduated introduction to this complex 3D modeling, rendering, and animation program, which breaks down into installments that can be completed within 2 hours. This edition introduces two modeling techniques: HyperNURBS, or subdivision modeling, for creating smooth rounded objects, and sculpting. Rob explains how to set up for each workflow, and how to create basic shapes and then refine them with more detailed tools. The course provides a solid foundation for designers starting to shape their creations in CINEMA 4D.
Topics include:
  • What are HyperNURBS?
  • Setting up reference shapes
  • Creating a shape with the polygonal modeling tools
  • Connecting shapes and bridging gaps
  • Refining shapes with knife cuts
  • Moving points
  • Working with sculpting layers
  • Preparing objects for render

show more

author
Rob Garrott
subject
3D + Animation, Modeling, Visual Effects
software
CINEMA 4D R14
level
Beginner
duration
1h 24m
released
Sep 20, 2012

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Introduction
Welcome
00:04Hi, I'm Rob Garrott.
00:05Welcome to CINEMA 4D Essentials: HyperNURB Modeling and Sculpting.
00:09Creating smooth-flowing, organic shapes can seem like a daunting task, but the good news
00:13is, is that the tools you use for that are pretty much as same as you use for regular
00:16polygon modeling, except that you combine them with something called a HyperNURB object.
00:21In this course, we'll start things off with an explanation of what the HyperNURB is, and how it behaves.
00:26Next, we'll create a typographic logo with smooth-flowing lines using modeling options,
00:31like the Knife and Bridge tools.
00:33Finally, I'll introduce you to a brand new modeling workflow called the Sculpting Engine
00:38that allows you to push and pull on your polygons in a very intuitive way.
00:42So let's get started with CINEMA 4D Essentials: HyperNURB Modeling and Sculpting.
Collapse this transcript
Using the exercise files
00:00If you're a premium member of lynda.com, then you've got access to the exercise files for this course.
00:05I'm working with them on my Desktop, and the files are organized into subfolders that
00:08go with each chapter.
00:10Inside each chapter's subfolder will be all the files used in that chapter.
00:13Note that the files in that chapter folder are different based on the needs of that chapter.
Collapse this transcript
1. Organic Modeling with the HyperNURBS Object
What is HyperNURB modeling?
00:00In a previous module in the Essential Training Course, we looked at how to model a speaker
00:05cabinet using polygon modeling techniques, and spline modeling techniques.
00:09That type of modeling works fantastic when you're trying to create inorganic shapes with
00:13things that don't have smooth edges.
00:16But what happens when you do need to make something that feels organic, or has smooth edges?
00:20That's where the HyperNURB object comes in.
00:22A HyperNURB is a special type of object in CINEMA 4D that smooths out whatever you put under it.
00:28Let's take a look at that.
00:30I'm going to add a cube to the scene.
00:32A cube has some very hard edges to it.
00:33I'll add this little guy right here; the HyperNURB.
00:36When I click on that, I get a HyperNURB object.
00:40The icon for the HyperNURB object is green.
00:42That means it's a generator object, and it needs to have a child, or multiple children
00:47in order to produce some sort of result.
00:49So if I take the cube and drop it under the HyperNURB, then I get a sphere-like object.
00:56What exactly is happening here?
00:58Let's switch our view to the four-way by middle mouse clicking.
01:02I'm holding my mouse over each of the views, and then hitting letter H.
01:06Now that I've got the objects filled up in each of the frames, let's change the Display options.
01:11Let's go to Display, change it from Lines to Gouraud Shading (Lines), so we can actually
01:17see the lines on the surface of our object. Do Display > Gouraud Shading (Lines), and
01:22Display, and Gouraud Shading (Lines).
01:26What the HyperNURB does is take whatever you put under it, and it examines the midpoints
01:30along each of the edges on your object.
01:32It then draws an arc between the midpoints on each of the edges on your object, and it
01:38does that in all three dimensions, all at once.
01:41So if we look at this cube here that we've placed under the HyperNURB, and I'm looking
01:45at in the Top view; in the Top view, there's a midpoint along each edge, and that midpoint is right here.
01:51The next midpoint in the Top view is an edge right here.
01:55So the HyperNURB object draws a smooth arc between those two points.
02:01It does it again on the other side, and again here, and again here.
02:04And then in the Front view, it does it around in this axis, and it does this around each
02:09of the axes, in each of the views, and it does that in all three dimensions at once.
02:14So what you end up with is a sphere-like device.
02:16I say sphere-like because it's not truly spherical.
02:20In order to get a round shape with the HyperNURB object, you need to have more than four sides.
02:24And so, because our cube is only four-sided, you're only going to get a sphere-like object.
02:30Now, every time we add a subdivision to this cube, we're going to get a different shape,
02:36because the midpoints will have changed.
02:38So if I select the Cube object, and I go to the Object Properties, and I'm going to adjust the Segments.
02:43Let's adjust the Segments along the Z-axis, so we'll see the change in our Top view.
02:48So I go to the Z Segments, and change it to, say, 5.
02:52As soon as I do that now, all of my midpoints have changed.
02:56My midpoints around the Y-axis, though, so along X, have not changed.
03:01So I've got one midpoint way over here, and then another midpoint right about here, and
03:06that's why I get this short curve.
03:08From midpoint to midpoint along the side, I get no curve at all, because the midpoints
03:13are all evenly spaced and flat along the X-axis.
03:17The general rule of thumb when you're modeling with HyperNURB objects is that every time you
03:20make a cut, or you add detail to your model, you're going to have to do some revisions to it.
03:26It's a very fluid and intuitive way to work once you understand the basics.
03:31Here are some great examples of objects that are simple to make that I've created with
03:34the HyperNURB object, and we've got a very simple fish shape here.
03:38And this fish started out life as a simple cube, and I'm going to select the main body.
03:44I'm in Texture mode right now.
03:45Let's click on the Model mode, and go to the Display, and tell it Gouraud Shading with Lines.
03:52You can see that I've got a lot of polygons here.
03:54If I turn off the fish NURB for a second, these are the actual polygons that are being
03:58smoothed out by the HyperNURB object.
04:01The HyperNURB allows you to create a low-res mesh, and then smooth it to generate a much
04:06higher res result.
04:07There are some controls in the HyperNURB that allow you to do that.
04:10If I click on the HyperNURB object, and look at the Subdivision Editor, and Subdivision
04:14Renderer, those two fields control what the fish looks like here in this window, and also
04:20what it looks like in the Render window.
04:22When I subdivide it lower here, I'll do a 1 on the Subdivision Editor, my Subdivision
04:28Renderer is still pretty high at 3.
04:30That means I'm going to get three subdivisions for every one subdivision here.
04:34That's going to give me a lot of polygons, and in fact, if I turn on the HyperNURB, and I
04:40look at the polygons that I'm getting, you can see that this polygon count that I have
04:45here represents what I'll see in the Editor window.
04:48Now when I render that, I'll see the subdivisions in Renderer.
04:52And if I hit Shift+R on the keyboard, just to render the picture viewer, you can't really
04:56tell in this view, because the fish is already pretty smooth.
04:59And that's a really important point to make is that the HyperNURB object has a point of
05:03diminishing returns.
05:05You only want to add as much geometry to your object as you absolutely need at the time
05:09that you need it, because it's very hard to get rid of the geometry once you have it in your model.
05:15Now, when I change the Subdivision Editor from 1 to 3, I now have the exact same subdivision
05:21as what I'll see when I render.
05:22And you can see there's a lot more polygons.
05:24And this polygon count can get very heavy to pull around.
05:28So that's what this Subdivision Editor field is for; it allows you to lower the resolution
05:31here, so that you don't have to haul all that geometry around,
05:35and then when it comes time to render the frame, you'll get the higher resolution geometry.
05:38It's a much better way to work and allows for a lot of flexibility.
05:42Now, HyperNURB modeling works fantastic for truly organic shapes, like this fish, but there
05:47are times where you want to make some inorganic shapes out of HyperNURBs.
05:50If I go the Window menu, and look at Hypernurb-type- START, this Hypernurb type is a type element that
05:57I created using the HyperNURB object.
05:59I modeled the letters of this type logo.
06:02You may be asking yourself, Rob, why didn't you simple extrude?
06:05The reason I didn't simply extrude is because I wanted to have very clean quadrangle-based geometry.
06:12If you do just extrude your logo, then you'll be left with whatever geometry you get out
06:16of the Extrude NURB object.
06:18And that's one of the problems;
06:19when you extrude a piece of type, the geometry that you get is not very clean at all.
06:24By modeling my type with the HyperNURB, I get very clean geometry.
06:28Let's take a look at that.
06:29When I select an object, you can see that I've got a very clean piece of geometry.
06:33Let's switch to the Move tool.
06:35Now we can see that we've got a representation of how these polygons are distributed across the surface.
06:41This curvature of lines that you're seeing here is something called Isoline Editing mode.
06:45This mode allows you to preview how the polygons are being distributed across the surface based
06:50on the HyperNURB.
06:51Now, I don't normally like to work this way.
06:53I prefer to work with Isoline Editing off.
06:55Let me show you what that looks like.
06:57We go to the Options menu, and I'll uncheck Isoline Editing,
07:02and now we see the low poly mesh around the high poly geometry of the HyperNURB object.
07:07So the light blue stuff represents the RG Merged object, and then the gray stuff is the
07:14HyperNURB itself.
07:16HyperNURB Modeling is an awesome technique to use when you need to create objects that
07:19have smooth surfaces, or soft transitions between edges.
07:24With the polygon tools that we've talked about in a previous module, combined with the HyperNURB
07:28object, you can create just about anything you could imagine.
Collapse this transcript
Preparing to model: Setting up reference shapes
00:00Normally, when I'm making a HyperNURB model, I'm working from a reference sketch that I've
00:04created, or someone has provided for me, or some other type of image that I'm using to
00:09model an object from.
00:11Because we're going to be modeling type in this example, I'm working with some paths
00:15that I have created in Illustrator.
00:16So I created this simple type logo using a font.
00:19I've made the font outlines, and I'm going to be importing it into CINEMA 4D.
00:24So I've saved this out as an Illustrator 8 file; that's what that 8 at the end of it means.
00:28So let's move over to CINEMA 4D, and import these paths.
00:31So I'm going to go into the File menu in the Object Manager, and go to Merge Objects, and
00:38let's navigate to the Desktop, to the Exercise Files, and go to the hyper-nurb modeling, and
00:44select RG-8, and hit Open.
00:48In the Illustrator Import dialog box that comes up, I'll leave all the defaults on, and hit OK.
00:53And my type is way down here; that's because of the Illustrator ruler, and there's an issue
00:57with that being read correctly by C4D, so we can just zero out the position of this.
01:02So let's click on that top Null object, go to the Coordinate Properties, and zero them
01:06out; just click 0, tab, 0, tab, 0, and don't zero the Scale out, and then make sure the
01:12Rotation is 0 as well.
01:14So now that that's zeroed out, my type is now on the center of the screen.
01:18And this is going to become my reference point for modeling my shapes.
01:23Let's go ahead and get this file saved out.
01:25Go to the File menu, and do a Save As, and then let's call this RG-model-working.c4d.
01:32Then hit Save, and now our file is saved.
01:38Now we can get our scene set up, and ready for HyperNURB modeling.
01:42Most of the time when I start a HyperNURB model, I start off with a cube.
01:46So let's add a Cube to the scene.
01:47Then we'll also add a HyperNURB.
01:50So let's add a HyperNURB object, and take the cube, and make it a child of the HyperNURB.
01:55Then I want to make something called a Hider object.
01:57CINEMA 4D does not have a construction history, so I kind of invented a way to make one myself,
02:02and I call that a hider.
02:04So I make a new Null object, put it at the very bottom of the scene, and I call it Hider.
02:10And then I make both of the status dots red.
02:13Hold down the Option or Alt key, and click twice on those two dots.
02:17Now anything I put under this will be hidden from view.
02:20For example, I can hold down the Control key, and place a copy of that cube, and put it under
02:24the hider, and that's a little bit of a gotcha, what you saw there.
02:27Notice that it accidentally created the Hider 2?
02:29I don't need that, so I'll just delete it out of there, and that happens when you have
02:33two things selected, and you accidentally drag.
02:37This becomes my construction history.
02:38I'll call this one 001, and that's the very first step that I go through.
02:45So I hit the letter C on the keyboard to make the object editable.
02:49So now what we'll do is drag it over on the X-axis, and what I want to do is line it up
02:53with the vertical column on the R.
02:55So let's go to the Front view, and I'm going to change the Display options to Gouraud Shading (Lines),
03:02so we can actually see the lines on the surface of our object.
03:05And now I can see my cube, and let's get it lined up exactly in the center, and let's bring
03:10it up on the Y-axis.
03:12Now I can go into Point mode, and then grab the Rectangular Selection tool,
03:18and this step is very, very important;
03:19I want to uncheck Only Select Visible Elements. I'll turn that off.
03:24And now when I make a selection with the Rectangular Selection tool, I know that I'm selecting all the objects.
03:30So let's middle mouse click back to the Perspective view, and you could see I'm selecting everything
03:34underneath the single point that I could see.
03:36If I turn this back on, and in the Front view, I draw a rectangle around that, you notice
03:41that it only selected the point on top.
03:43So I want to leave this unchecked for the Rectangular Selection tool.
03:47Now I can grab both of those points.
03:49And then let's go to the Front view; bring that full screen.
03:51Let's take those points right there and move them up about there, take these points and
03:57move them down, and then I'll take all the points, and hit T on the keyboard to bring
04:02up the Scale tool, and only on the X-axis, I'm going to drag that in.
04:06You can see that I'm roughing in that starting point.
04:10So I think that's a good place to leave our model.
04:12We're going to talk about roughing in the shapes next.
04:14But usually when I start a model, I get the first base shape put in position, then I do
04:18a big save, and then I'm ready to actually get started.
Collapse this transcript
Creating a loose shape with polygon modeling tools
00:00Our project goal is to create the letters RG using the HyperNURB modeling, and we're
00:05going to be using our modeling tools to do that.
00:07Before we get started, I want to make sure that we're all seeing the same thing.
00:10I am seeing the outside of my blue low poly mesh, because I've turned off a very important
00:17feature called Isoline Editing.
00:19Underneath the Options menu is this little icon right here: Isoline Editing.
00:25If yours is on, you're going to see a scene that looks like this.
00:28Notice how my lines are curved on the surface.
00:30I like to work with this off.
00:32So let's go to the Options menu, and turn off Isoline Editing.
00:35Now you should be seeing this light blue cage surrounding the actual HyperNURB shape.
00:41Now we're ready to start using our Knife Tool to make some cuts, and I'm going to right-click
00:44in the interface, and go to Knife, and let's change our Mode from Line to Loop.
00:50Let's turn off those two options.
00:52And now when we move it around, we can see that we're getting a line right here.
00:56You may be seeing a line being drawn on the surface of your object.
00:59There is an interesting bug with the recording software that I'm using that's causing that
01:04line not to be drawn.
01:06So if you're seeing a white line around your shape, then that's the right display.
01:11If I click to the four-way view, you'll notice that as I slide up and down this edge, you'll
01:15notice that I'm going to be cutting all the way around this shape.
01:18That's very important.
01:19If I make a single cut, it cuts all the way around.
01:22You'll notice also that it changed the shape.
01:24So let's undo that cut for a second, and switch back to the Front view.
01:29And the place we want to make the cut -- let's just zoom in just a bit -- is where we know
01:32we're going to have to do an extrusion.
01:34So I know I'm going to have to do an extrusion right out here at the top to make this curvature for the R.
01:38So I'm going to make a cut right here. I know I'm going to have to make a cut right
01:42here, and right here to account for that extrusion, and my snapping is turned on.
01:47For some reason, sometimes when you launch the Knife tool, it defaults to Snap Enable,
01:51so let's turn snapping off for a second.
01:53I know I'm going to need to make a cut somewhere right about here.
01:58That's going to give me the handles that I'll need to create the serifs.
02:02Now that I've made those strategic cuts, let's go to the Perspective view.
02:06I'm going to select all the points, and hit T on the keyboard to bring up the Scale tool,
02:10and grab just the Z handle, and scale that in. It doesn't matter exactly how much. I'm
02:15just going to eyeball it for now.
02:17I can always change it numerically later on.
02:20The most important thing is I want to get this back to skinny again.
02:23Most of the time when we work, we're going to be working in the Front view, but every
02:26now and then we're going to need to go to the Perspective view to get an idea for how
02:30our objects are shaped.
02:32So now let's switch over to Polygon mode, and grab a different Selection tool.
02:35I'm going to tear off the Selection menu.
02:38I like to switch back and forth a lot between the Selection tools, and I'll select Live Selection.
02:43I like to use that when I'm in Polygon mode.
02:46Let's grab this polygon, and this polygon.
02:51Now what I'm going to do is right-click any place in the editor window, and go down to
02:55the Extrude tool, and I'm going to do an extrusion.
02:59And I'm not going to worry about exactly how much, but I'm going to do two of them, and
03:04that gives me a place to start from.
03:07What I want to do is, rather than try and extrude all the way around is, I like to shape my objects
03:12by moving the points around.
03:13So I set up this extrusion, and then I'm going to move the points into position.
03:18So let's do one more extrusion like that; I think one more like that.
03:24So that's a total of one, two, three, four levels of extrusion.
03:29Now let's switch back to Point mode, and get our Rectangular Selection tool, and switch
03:33to the Front view.
03:35What I can do now is start to line things up.
03:38I'm going to grab all these points here at the top, and just raise them up a bit to change the thickness.
03:44So I'll take this, and move it down here.
03:46You'll notice I'm using the Rectangular Selection tool, and I have Only Select Visible Elements turned off.
03:53The important thing when you're working this way is to not obsess about the shape.
03:58Every time you make a cut, you're going to have to reshape your object anyway, so your
04:02goal is simply to get the pieces into position.
04:07I want to take this cut, and line it up with the center on that R.
04:10So let's bring that over here, and take this one, and move it up like that.
04:16Take these guys, and move them up here, and take that one, and move it over here like that.
04:25Just like in drawing with the Illustrator, your goal is to make your shapes with as few
04:30points as possible.
04:31And here's a really cool tip.
04:32If I go back to Polygon mode, it's remembered my polygon selection.
04:36So I'll hit D on the keyboard to bring up the Extrude tool, and I'll just do two more
04:40extrusions, like that.
04:42I think that's going to work.
04:44And then go back into Point mode, and get a Rectangular Selection tool again,
04:47and now I can reshape.
04:50What I'm doing is I'm going to get these up to a point where they're just facing opposite
04:53each other, and then we're going to bridge them together.
04:55So let's take this and move it over here, and move that up here, and then move those points
05:02around like that.
05:05What I'm going for is a very smooth flow of polygons.
05:08I don't want to have things like that;
05:10I want to have a nice even transition going all the way around my model.
05:16Next up, I can create the extrusions for the serifs, so let's go back into Polygon mode.
05:21Now, I can use my Rectangular Selection tool, and draw a rectangle just around that part right there.
05:25You'll notice that it only selected that one polygon, and I'll repeat that process down here.
05:31I'll hold down the Shift key; boom, and boom.
05:34Now what I can do is just do an extrusion;
05:36D on the keyboard, and bring that out, like that, and they'll all be the same length.
05:42Now I'm ready to do one last extrusion down here towards the G.
05:46If you hit the spacebar, it will take you back to the Rectangular Selection tool.
05:50I'll draw a rectangle around that polygon right there.
05:52Now, if you accidentally grab too many, you can hold down the Control key, and deselect
05:59, those polygons or just redraw your rectangle, so that you only get that one polygon.
06:04Now I'll hit D on the keyboard to get my extrusion.
06:07I'll extrude outward, and take it right over to the edge.
06:10Now, let's do that by moving the points around.
06:14There's a point there.
06:16I am going to take it right up to the edge of that G, so it's ready to bridge that gap.
06:21Before we go any further, let's do a File > Save As, and we'll call this one Loose-shape-WORKING.
06:26You notice I'm in the hyper-nurb modeling folder in the Exercise Files on the Desktop.
06:31Now, in case anything bad happens, we can get back to that.
06:36So that's the basic shape of our R.
06:38So let's take a copy of this cube, and Control+drag it down there, and let's call this one R, and
06:44we'll call it pre bridge, so it's ready to be bridged to the G.
06:49Now we're ready to make our G.
06:51So I'll start off by adding another Cube to the scene.
06:54Let's call this cube G, let's call this cube R, and then let's add a Null object to the scene.
07:00The reason is is that the HyperNURB only smooths the first thing it encounters.
07:03When I drag this null under here, notice it breaks the HyperNURB.
07:07I'll put my R under there, and then my G under here as well, and now both objects are being smoothed.
07:13Now I could take the G, and move its starting point over here.
07:17Let's get out of Point mode into Model mode, and then adjust the size of the G starting
07:23point on X, so it's in the right position.
07:26Just move it over like that.
07:28That's actually a pretty good height I think.
07:31So now what I'm going to do is take that cube, and hold down the Control key, and drag a
07:35copy of it, and I'll call this one 001-G,
07:38and I'll call this one 001-R.
07:43Now, back on this G, I'll make it editable; C on the keyboard,
07:46and let's go into Point mode now, and we can get our Knife tool, and start our cuts again.
07:51So let's hit K on the keyboard, and we'll make a cut right about there, and then I'll make
07:56another cut right about there, and let's make one more in the middle, just to kind of even things out.
08:02You never want to have too long an edge on an object, and so I'll make a cut right in
08:06the middle to smooth that.
08:08Let's take that down there, and do this one right about here.
08:13I'm going to go into Polygon mode, and draw a rectangle around that polygon right there.
08:17You can see, that's the polygon associated with that part of that G.
08:23And then I'll hit D on the keyboard to bring up the Extrude tool.
08:26So let's do a few extrudes, and then push and pull those points.
08:31I think that's enough for now.
08:33So that was one, two, three, four extrusions.
08:36Now I'm going to go back into Point mode, and get my Rectangular Selection tool.
08:40Now I can grab those points, and move them up right to the base of where the R is going
08:46to merge with the G. I'm going to take that one, and put it right here; take this one, and move it up here.
08:53Remember, once again, you're going for a very smooth flow on polygons, so your goal is to
08:58get the spacing even, and the actual polygons themselves to be well aligned.
09:06I'll take this one, and move it down; take this one, and move it down as well.
09:11You can see that it starts to round out that corner right there. Take this one, and move
09:15it down like this. There we go.
09:18Let's go back to Polygon mode, and do an extrusion; D on the keyboard. I'll extrude up.
09:23That's going to be where the R joins with it.
09:25If I hit the R on the keyboard, and click anywhere outside this, I can rotate around, and then
09:31I'll hit E to move it over. There we go.
09:35And then I'm going to do another extrusion.
09:38I'm going to rotate it around, and I'll D through, and then I'll rotate it around.
09:48You'll notice I'm lining up the top edge.
09:51I'll come back and get the inner edge.
09:55Now I can switch back into Point mode, and go to my Rectangular Selection tool, and I
09:59can start to rough in the inner edge.
10:02So let's take that one, and move it in right here; take that one, and move it down here just a bit.
10:08I'm going to try to even things out.
10:11And then I'm going to go into Polygon mode, drag a rectangle around that one, hit D on
10:17the keyboard, and just do an extrusion down.
10:20And then I'll go back to Point mode, Polygon Selection, and bring that over here.
10:28Now I can go back to Polygon mode, and get my serifs going. I'll grab that one, and
10:33that one, and then hit D on the keyboard, and do an extrude outward.
10:37And don't worry about it if it doesn't line up quite exactly.
10:40This is an interpretation of that typeface. And then I can go into the Scale tool, T on
10:45the keyboard, and then pinch those down.
10:49Once I've pinched those down, I can switch back to the Move tool, and move them up so
10:53that they're flat.
10:55So there's my G, and I'll hold down the Control key and make a copy of this one, and I'll call
11:00this one G-pre bridge.
11:04Let's save our working file; Command+S or Control+S.
11:07In the next movie, we're going to connect these letters together, and use the Bridge
11:11tool to close up the gaps on the model.
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Connecting shapes and bridging gaps
00:00The next step in the process of making these letters is to merge the two letters together,
00:05and then bridge and close the gaps in the letterforms.
00:09To do this, we need to take these two objects, and convert them into a single polygon object.
00:15CINEMA 4D does a great job of bridging objects, but they have to be all together under a single polygon.
00:22In the previous movie, I created copies of the pre-bridged objects, so that I could go
00:27back a step if I needed to.
00:28So I'm going to take these two objects, and draw a rectangle around them, and then right-click
00:33on any one of the letters, and then go to Connect Objects, and Delete.
00:38Now, if you had not already made copies, then you'd want to do just a regular Connect Objects,
00:42but since I already made my copies ahead of time, I can do a Connect Objects, and Delete.
00:46What that's going to do is merge these two objects into one, and delete the old versions.
00:51So you can see now, it looks like nothing has happened visually here, but you see in
00:55the Object Manager, I have a single object now called G.1, and I'll call this RG - merged.
01:03Let's make a copy of it; hold down the Control key, and drag it down here, and now go back
01:08and click on it here, and you can see we've got just one object now.
01:10So that was the connection part of it. Now we're ready to bridge our gaps,
01:16so let's middle-mouse over to the Perspective view, and in the Perspective view, you notice
01:21that my objects are not the same width.
01:23So what I want to do is to make the polygons on the G the same width as the polygons on the R.
01:31So let's go into Point mode, and grab the polygons just on the R. So let's grab the
01:36Rectangular Selection tool, make sure that Only Select Visible Elements is unchecked,
01:40and then let's select all the points, or at least some of the points on the R.
01:44Now, along the Z-axis we can see that our Z Size is 53.295.
01:51Let's make the math easy; I'm going to change this to 55.
01:53When I change that to 55, that makes this distance here 55 units.
01:59So now what we can do is grab those points to the G.
02:03And then go to the Selection menu, and do a Select Connected.
02:08That selects all of the points that are connected to the ones that we had selected earlier.
02:12Now I can make the Size on the Z-axis 55.
02:17Now my two letters are exactly the same size along the Z-axis.
02:22That's going to make the bridging much cleaner.
02:25Zoom in on this area; we want to go into Polygon mode now.
02:28The first thing we should do before we bridge is to delete the two polygons where the objects meet up.
02:35So let's take the polygon that we have selected, and if you don't already have that one selected
02:39you can go to your Live Selection tool, and click on that guy right there, and let's hold
02:44down the Shift key, and click on that polygon right there, and then delete them.
02:47You can see that we've opened up a hole in our object. Now we're ready to use the Bridge tool.
02:52I like to use the Bridge tool in Edge mode; I'll click on Edge mode.
02:57And the way the Bridge tool works is we're going to highlight from edge to edge to create
03:01the polygons we need around the object.
03:03So let's right-click, and go to Bridge, and then the way this works is that we have to
03:09click on an edge. And understanding where you're looking at within the scene is really important.
03:14So I want to make sure that I'm looking at the correct edges.
03:18We're going to start off by going from this edge, and dragging across. You want to be very
03:21careful. I don't want to go to that edge there; I want to go to that edge right there.
03:25When I let go, you can see that I've created a polygon that spans that gap.
03:30You could see on that side, it's completely closed.
03:33Now I can work my way around the gap with the Bridge tool.
03:37I can go here to here, and be really careful about which one you do.
03:42And if you accidentally bridge to the wrong polygon, like I just did right there, just
03:46hit Command+Z or Control+Z to get rid of that.
03:49Let's go here to here. There we go, and then go down here to here, and that's nice.
03:59Let's go up here and repeat the process to close up the R.
04:02And I'm going to go into Polygon mode, and then get my Selection tool. Grab that polygon,
04:07and that polygon; I'll hit the Delete key.
04:11You're probably asking a question right now; well Rob, why don't you just use the Bridge
04:14tool in Polygon mode?
04:16Let me show you why.
04:18I'll undo that delete, and if I go to the Bridge tool, and I'll click the button, and bridge
04:24it. That one worked just fine.
04:27Sometimes, though, you'll get a crazy twisted polygon, and it would have done that down here on the G for sure.
04:33When you're connecting two objects that were previously unconnected, then the Bridge tool
04:37usually gives you a twisted polygon, so I'd normally use it in Edge mode; that way I know
04:41exactly what I'm creating.
04:43The other thing you always want to double check is if you zoom inside our object --
04:47I'm going to go all the way inside; I want to be able to look around inside my object,
04:53and this is going to get a little bit confusing here for a second.
04:55Let's zoom up underneath, and then go into it this way.
04:59You want to be able to see that you're seeing all the way through; that you don't have any
05:02extra polygons in there, and it looks like I'm pretty clean.
05:04When you zoom inside, you should be able to look down the letter R like a pipe, and I'll
05:08orbit around this way to double-check that.
05:12And you can see how I'm looking all the way down my object, and I can see a little tunnel
05:15down there, and I know that my join was clean.
05:19The last thing I want to do in that connection process is to make sure all my polygons are
05:24facing the right direction.
05:26If you remember from the module on polygon modeling, polygons have something called a
05:30normal axis that tells CINEMA 4D what direction the polygon is facing,
05:35and sometimes when you're using connection tools like this, you can accidentally create
05:38polygons that are facing the wrong direction, and so I want to make sure that everything lines up.
05:42So the first thing I'd like to do is to make my Normals visible.
05:46So I'm going to go to Perspective view Options menu, and do a Configure All.
05:50And then under the Display options, I'm going to select Normals,
05:53and that's going to show me the normals for the polygons that I have selected. So I'll
05:57hit Command+A or Control+A to select everything,
05:59and you can see that the normals that I created down here are all facing the right
06:03direction; they're all pointing outward, just like all the other polygons.
06:07Just to be safe, though, I'm going to right-click in the interface, and do Align Normals, and
06:12that's going to get anything that I might have missed, and make sure that it's pointing the right way.
06:17Now, nothing changed; that's because it looks like I got everything facing the right way.
06:22By connecting these two objects together, when it comes time to really sculpt the bevels,
06:26we're going to have a nice smooth transition between each of the letters, especially in
06:30this area here.
06:32Connecting those objects up has really set us up for success in our modeling process.
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Refining the shape with knife cuts
00:00Now that we've got our shapes connected together, and we've bridged the gaps, we can start to
00:03refine the letterforms with the Knife tool.
00:07One of the things we want to take a look at is the edging.
00:10We want to create a very clean transition from the face of the letter to the side, and
00:15right now it's a very round transition.
00:17We want to give that a nice chiseled kind of edge.
00:20And eventually we're going to be creating a chiseled bevel around the centers of each
00:24of the letterforms, and so we need some strategic knife cuts in order to do both those tasks.
00:29So let's start off by refining the edges of the letter; the transition from the face to the sides.
00:36I'm going to go into Point mode, and I need the Knife tool out, so let's right-click, and
00:41get the Knife tool.
00:44If your Knife tool is not set to Loop mode already go ahead, and change it to Loop mode,
00:47and uncheck the options.
00:49As I highlight this edge, you're going to see a line draw around your object, and this
00:53is the loop of edges that travel all the way around your object.
00:57Now, you may be seeing at home an actual line; I'm only seeing dots, and that's because of
01:01a strange bug we're getting with the screen recording software.
01:04Just know that it's going to behave the same way when I click it as it will for you at
01:08home; we're just seeing a slightly different representation.
01:11So you should be seeing lines around your model, and I'm seeing these dots, but it's going
01:14to do just the same thing.
01:17So what I want to do is to make two cuts; one right about here, and watch how the shape
01:22changes when I do that.
01:25You can see how that gives me a nice firm edge. Let's back out and see what that looks
01:28like when I render; Command+R, or Control+R on the PC.
01:31Now, we're going to have to come back and get the inside edge of the R here, but you can
01:35see how we already have a nice transition to the outer edge.
01:39Let's hit A on the keyboard to redraw the frame.
01:41Let's go back in here, and I'm going to make another cut right about here, and that makes
01:47the transition even more firm.
01:49Then let's go in to the center of the R, and do the same thing.
01:53I'm going to make the first cut really tight right about there, and then the second cut,
01:59I'll make right about there, and I've ended up with the same sort of transition.
02:04If I back out, and do a rendering, Command+R or Control+R, you can see that I've got a really
02:09nice transition on the faces.
02:11Then on the backside, I don't want to have this rounded back corner either, so I'm going
02:15to do the same sort of thing out here.
02:17So let's make our first cut right about there, and I think that's pretty good.
02:23Then let's go to the inside of the R, and do the same thing in there.
02:28That's going to give our shapes a little bit more structure.
02:32Now what we want to do is make a cut roughly about here in the middle. You want to try
02:36and avoid really long polygons like this.
02:38See how there is a really long arch right here? That's going to create, I think, some
02:42unfavorable shapes when we go to render, so I'm going to make a cut to break that up right
02:46there, and that also cleans up this transition here.
02:50I'm going to make one more cut, I think, right about here, and then another cut right about here.
02:59One of the things I haven't done yet is I haven't adjusted the size of the serifs on
03:03the base of the R, and also on the top of the R as well.
03:07So let's go into Polygon mode, and deselect all the polygons, and what I want to do is
03:12get the polygons that are just on this top edge right here.
03:15Now, if you accidentally select too many of them, you hold down the Control key, and deselect.
03:22And then I want to do the same thing; let's go down here, and orbit around, and I'm going
03:27to hold down the Shift key now, and grab those polygons there; Control key to deselect that
03:31one. And let's orbit around again, and then hold down the Shift key, and pan across that
03:37way, and hold down the Control key to deselect.
03:40Now, make sure that you don't have any polygons selected on the back side.
03:44Now, I've made a mistake here when I did my selection, and I want to do it to illustrate
03:48an important point, and that's where the modeling axis is.
03:51Now, when I grab polygons at the top of the R, and the bottom of the R, you notice that
03:56my modeling axis is here.
03:58What I want to do is to scale down the polygons on the ends of the serifs, the same way I
04:03did on the G over here.
04:05But if I use the Scale tool right now, hit T on the keyboard, and I scale down, look what's
04:09going to happen; that's not exactly what I want, so let's undo that.
04:13I'm going to go hit the spacebar to get back to the Selection tool, so let's hold down
04:18the Control key, and deselect those polygons at the top.
04:21Now we're left with just an axis for these polygons at the bottom, and that's just what we need.
04:26So hit T on the keyboard now, and then scale those polygons down.
04:30I'm dragging up and down to get them just the right size; I think that's pretty good.
04:36Let's compare them to the size over here; yeah, that's pretty good.
04:41Now we can take those, hit the E key to bring up the Move tool, and just drag those down
04:46until they're flat.
04:47You want to do that in the Side view; it's probably a better place to do that. Looks
04:50like I guessed correctly right there.
04:53Now let's repeat that process for the ones at the top.
04:57So I'll hit the spacebar to get back to the Selection tool, and then select those polygons,
05:02and hold down the Control key to deselect; there we go.
05:06Now hit T on the keyboard, scale that down, looks about right, and then you can move it
05:12back up again. Hit E on the keyboard to move that back up into a straight line.
05:17Now we can focus on the center cuts that we'll need to create that internal beveling.
05:22Before I do that, that's a pretty drastic change, so I'm going to Control+drag a copy of that down
05:26into the Hider, and name that one pre center cuts.
05:31Now I can go back to this original, and make my center cuts.
05:35Let's go into Point mode, and get the Knife tool again, and let's switch back to Perspective
05:40view, and start with making our center cuts.
05:43So the first center cut that I want to make is right down the middle of the R.
05:47And so I'm going to eyeball this one right about there.
05:52The reason I'm eyeballing it is because I want the type to feel a little bit organic,
05:55and I don't want it to be super machine-made, so eyeballing the center cut is going to be just fine.
06:02So I'm going to go right around the R that way.
06:06What that gives me now is a ridge that runs right down the center.
06:10Let's do the same thing down here on our serifs.
06:14You might need to zoom it a bit to make sure you get the middle. I think it's pretty good
06:18right there, and now we're left with a nice ridge for that.
06:24Next one we want to make a cut for it right here in the middle; that's going to be the
06:26edge that joins the R and the G.
06:29So I want to click that one right in the middle about there; perfect. And now I can
06:33go over to the G, and get one right here, and then we'll do another one around the loop
06:40this way; just get it right about there.
06:45And then the last, but not least, is going to be this one at the top here.
06:49Let's zoom in on that little tip, and then click right there.
06:55Now, this is a long transition right here, so let's make a cut right there to clean that
07:00up; give us a little bit more control points.
07:03I've missed this serif right here.
07:05Let's get in here and click that one too, so we have control for our serifs; there we go.
07:10So you can see that with those strategic knife cuts, I've got a nice center line running down
07:15all my letterforms, and so the next step is going to be to raise and refine that center line.
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Cleaning up the lines by moving points
00:00The last step in the process of modeling these letters, and giving them a good chiseled look
00:05is going to be to create the chiseled edge that runs through the center of the letters.
00:09To do that, we need to do two things; we're going to have to raise up these points that
00:14run to the center line of our letters.
00:16Now, I've got my Knife tool set to Loop mode right now; that's what highlighting those areas here.
00:21I'm going to switch my tool to the Selection tool, and then I'm going to go to the Select
00:25menu, and grab something called a Path Selection.
00:29Path Selection allows you to draw a path around your object, and select points.
00:34What I mean by that is, when I click and drag around this object, you're going to see that
00:39it's going to be making a path of selection that I can drag around, and when I let go, I end
00:44up with a selection of points around my object based on the path that I drag.
00:49You notice that I made a mistake there; that's because I was too far out when I did that.
00:52So let's undo that; Command+Z or Control+Z.
00:53And let's frame up our letter, so that the majority of the R is right there in frame,
00:59and let's go and drag around, and all the way out to the edge right there.
01:03I'm going to stop at that center ridge.
01:06Then I'll hold the Shift key down, and start at this point; not the one all the way at
01:10the top, but this one right here, and then drag a selection down that way.
01:14Now, when I need to navigate, I'll just hold the 1 key down, and anytime I click again, I
01:18want to make sure I hold the Shift key down, so I'm adding to the selection.
01:22Then I'll drag across here, and add that selection right there.
01:25Now I can go back and get this selection right to the ridge, and then I can work my way around the G.
01:33So let's start here, work our way up that way, and then select again.
01:39So you can see that I now have a ridge of points running through the center of my object.
01:46So what I want to do is to move those points, and that's a pretty drastic change,
01:50so what I'm going to do is make a copy of this, so I'll hold down the Control key, and drag
01:54a copy of this RG - merged down into the Hider, and we'll call this RG - merged, pre center bevel.
02:02And that pre center bevel tells me that I'm right about to make this unflat. So let's
02:08go to the RG - merged.
02:10Now what we're going to do is switch to the Move tool, hit E on the keyboard, and then
02:14we'll take all of these points, and on the Z-axis, drag them out.
02:19That is about right, and I think that is a good depth for my bevel.
02:22Now, you're probably asking the question, that doesn't really look like much of a bevel;
02:26it's kind of rounded.
02:27And if we hit Command+R or Control+R on the keyboard, you'll see that in fact it is a bit round.
02:32That's because we need to do one more step. Let's hit A on the keyboard.
02:36The step that we need to do is to bevel this ridge of points. To do that, we're going to
02:41have to go into Edge mode.
02:42Now, if I hold down the Control key, and click on Edge mode, that translates my selection
02:47of points into a selection of edges.
02:50So when I Control+Click on that, you'll see that now I have those edges selected.
02:54I'm getting another weird issue with the screen redraw, because of the recording software that
02:59I'm using; it's not displaying my selected edges correctly.
03:02But I can tell that they're selected because they're invisible.
03:04Now, you should be seeing your edges selected visibly here with a highlight, and that's
03:10what you'll see at home.
03:11So just know that I actually have my edges selected here, and everything should work just fine.
03:17Now what I want to do is to right-click, and get the Bevel tool.
03:21The Bevel tool is going to allow us to create a beveled edge based on those selections.
03:26Let's zoom in on this area, so we can see how thick our bevel is going to be.
03:29This is very important; you want to click away from your bevel.
03:32So I'm going to click down here in the gray area. Click and drag to the right.
03:36Now, don't drag to the left, because you don't want to create those overlaps there. I'm going to undo that.
03:40What I'm going to do is click and drag to the right just a bit.
03:44And you can see, when I did that, look at the center line that I've got on my cut.
03:49Now let's go around and examine before we move on; let's hit Command+R or Control+R on the keyboard.
03:54You can see that we've made a couple of errors in our selection for our edges.
03:59If you look at the edge on the serif, hit Command+R or Control+R on the keyboard, you
04:04can see that we've got this high ridge here that rounds off to nothing. It does it up here as well.
04:09And the reason for that is that we needed to select that edge there, along with that
04:13edge, and that edge, before we did the bevels. Let's undo that bevel, and then let's go back
04:17into the selection tool, hit spacebar, and we're in the Live Selection tool.
04:22And I'll hold down the Shift key, and I'll select just that edge right there.
04:25Then I'll do the same thing on these serifs there, and there.
04:30Make sure you're getting just the right edge.
04:32I'll grab that one, and then select that edge right there.
04:37Now let's drag up, and zoom in, and grab just that edge right there.
04:42Now we can do our beveling again.
04:43Let's right-click, and go to the Bevel tool, and then I'm going to click and drag once
04:50to the right, and I'm going to do it right here.
04:51You can see now we're getting a really nice transitional edge.
04:56I think that's going to do it right there.
04:58When we back out a little bit, you can see that we've got a great looking ridge running
05:03through the center of our letters.
05:04Now, we've got a couple of little problem spots right there, and let's click into the
05:08front view to see what's causing that. Let's also go into Point mode.
05:11And if I zoom in, you can see that I've got this jig right here; I want to have a straight
05:16line running out to that edge.
05:18So let's go into the Rectangular Selection tool, grab this center point right here, and
05:23then move that over, so that they line up.
05:25I'm going to grab that one, and move it over, so that it lines up as well.
05:30That's going to clean that up nicely.
05:32And there's another spot that I noticed, if we do a rendering, Command+R or Control+R, we
05:39might have a little bit of an issue right there.
05:41Let's hit A on the keyboard, and yeah, we've got an issue.
05:44Let's take that, and raise it up, so we have a cleaner line running through here.
05:50And then let's take this bridge of points, and move them over, and take this bridge of
05:56points, and move them over that way.
05:59That's going to help to clean that up just a little bit through there.
06:02Let's hit Command+R or Control+R on the keyboard, and you can see our type is looking fantastic.
06:08So that's a really great overview of the process that you'll go through for using HyperNURB
06:12modeling techniques.
06:13The most important thing is to have a goal in mind.
06:16I started with reference splines that I created in Illustrator, but you could use sketches,
06:20or pictures, or images.
06:22The important thing is to have a reference, so you know the shapes that you're creating.
06:25It's very rare that I'll model something from complete scratch when I'm HyperNURB modeling,
06:29but it can be done.
06:31It always go smoother, though, when you have a reference.
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2. A New Modeling Workflow with the Sculpting Tool
Understanding the sculpting workflow
00:00The sculpting workflow is entirely new to CINEMA 4D R14, and it really represents a new
00:06idea in the way you create models.
00:09When I first heard about it, I really couldn't figure out a good use for sculpting in my
00:13workflow; I have to be perfectly honest.
00:15That's because I'm a motion graphics artist.
00:16I don't do a lot of intense organic modeling, where I'm having to create characters, or other
00:21types of really complex organic shapes.
00:23If that's the kind of work that you do, then the Sculpting tool is absolutely critical.
00:28What I'm going to do within this chapter is try to put the Sculpting tool in context for
00:31how I would normally work with it, and that's as a motion graphics artist.
00:36What I want to try to create over the course of this chapter is the beaded weld on this
00:41type object here.
00:43Now, that may not seem like such a big deal, but the interesting about this beaded
00:47weld is that it is entirely done with geometry.
00:51It is not a texture.
00:52That means that I can push in really close on it.
00:54So, for example, if this were the logo for a movie, then I could zoom in on this type
01:00all the way to full screen, and it would hold up under intense scrutiny on a big screen.
01:06That's going to be critical for type workflows for creating movie titles, and that's kind
01:10of how I wanted to approach this chapter.
01:13So let's take a look at the geometry for this.
01:15And this is that same scene file.
01:17Let's zoom in on that.
01:18I want you to see the actual geometry.
01:20If you zoom in on that, you can see that there are tons and tons of polygons.
01:25I'm going to select my object, which is this right here, and I'm going to go to the Display,
01:30and change it to Gouraud Shading (Lines).
01:32When I do that, you can now see all of the geometry that was created with the Sculpt object.
01:37Now, there is a lot of geometry here, and this is not the kind of workflow you'd want to
01:41use for a simple, coming up next on, you know, whatever network you're working on.
01:47The workflow is a bit time consuming, but the results are worth it, especially for a
01:51main title logo like this.
01:54So how does the sculpting engine work?
01:56The sculpting engine really is part of a new workflow.
01:59Let's make a new document here, and we'll talk about some of the key sculpting tools.
02:04I'm going to add a Cube to the scene.
02:06Like a lot of things in the modeling process, we start with a cube.
02:08Now I'm going to switch my Layout from Startup to Sculpting.
02:13When I do that, I see this new sculpting interface here, and on the right-hand side, we've got
02:19the Sculpting Layers manager, and then down below we have our attributes.
02:23In this middle panel here, we've got the key sculpting tools that are available to us.
02:28Now, they're all grayed out.
02:29The reason they're all grayed out is because my object, the cube here, is not ready for sculpting.
02:34You have to sculpt on objects that are made out of polygons.
02:36So what I need to do is go over to the Objects manager, and then click on the Cube, and then
02:42click the make object editable button.
02:44Once I do that, I now see the Subdivide command available to me.
02:48Now, there's a little icon here at the end of this.
02:51If I click that, that presents me with the Subdivide Sculpting Options.
02:54I normally leave my Smoothness all the way up to 100%, so I'll just cancel out of that,
02:59and let's go back to the Sculpting Layers, and talk about what's going to happen here.
03:02When I click the Subdivide button, I'm going to get a new sculpting layer.
03:06So let's go ahead and click that now,
03:08and you can see that my cube has now become a little bit more rounded, and that's because
03:13the Subdivide command begins the process of smoothing out this model.
03:18When you subdivide in the sculptor, it smooths the object, and adds more detail; more polygons to the surface.
03:25Each time I click this, you're going to see the level go up, and it's going to add more
03:29detail to the model, and you can see that the Polygon Count is currently at six.
03:32When you first click the Subdivide button, it prepares the model for subdivision, but
03:36it didn't really subdivide it.
03:37It's still got six polygons, just like a regular cube.
03:39So let's go ahead and click that again.
03:41You will see that the Polygon Count went up to 24.
03:43It's subdivided them four times; four times six being 24.
03:46The other thing you notice is that the cube got more and more round.
03:51Let's click this Subdivide a couple more times.
03:54One, two, in fact, let's take it all the way up to Level 5.
03:58One of the interesting gotchas with the Sculpting tool -- and it got me --
04:02when I first got to Sculpting tool, I immediately subdivided an object, and then tried to use
04:07one of the tools on it, but I wasn't getting any results.
04:11The reason I wasn't getting any results was because I hadn't subdivided my object enough.
04:15In fact, I'll undo.
04:16I'll take the level back down to Level 2, and I'm going to grab the Pull.
04:23And when I go out on the object and try pulling, you'll see that nothing's happened.
04:26I'm clicking and dragging with the pull on the surface of the object, and nothing happened at all.
04:31Let's undo that.
04:32The reason nothing happened is that I don't have enough geometry in my object in order
04:37to register that tool.
04:39So let's take it back up to Level 5.
04:40So let's go back on that object, and increase the subdivision Level up to 5, and let's take
04:50it up, in fact, to 6; one more level.
04:53And you can't do that by clicking on it.
04:55You have to click the Subdivide command, that takes it up to 6.
04:57Now that I've got that subdivision Level at 6, let's zoom in a little bit on this now sphere.
05:03And now I'll start to push and pull.
05:05And you can see that when I click and drag with the Pull tool, I'm now getting a response,
05:09and it's in fact pulling the geometry out of the surface.
05:12If I orbit around, you can see that it's actually moving those polygons around.
05:17If I hold down the Control key with the Pull tool, it will push inward, and I can keep pushing in.
05:22I'm running over the same spot a bunch of times;
05:25you can see that it makes a groove, and it gets deeper each time.
05:28Now, over in the right-hand side, we've got the Pull tool attributes.
05:31Before we talk about that, though, I want to make a special note about the layers.
05:35Now, I just used the Pull tool on the base object layer, and that's not normally the way
05:40you want to do it.
05:42One of the beauties of the Sculpting tool is that it relies on the idea of layers in
05:46order to give you a very flexible workflow.
05:48So what you should do is, first, subdivide your object into the base layer, and then create
05:53a new layer on top, just like you would in Photoshop.
05:56So I'm going to undo those brush strokes; Command+Z or Control+Z until I get back to my clean object.
06:01And then I'm going to add a new sculpting layer.
06:04When I do that, I get a new sculpting layer called Layer 1, and I can name this layer whatever I want.
06:09For now, I'll just leave it called Layer 1.
06:11And you want to make sure that you actually have that sculpting layer active, highlighted
06:15yellow, when you go to sculpt.
06:18So now that I'm on the Pull tool, I can go back, and push and pull on these polygons, and
06:23move them around.
06:24Now, the beauty of this workflow is the flexibility.
06:27If I don't like these strokes, I can simply turn off that layer, and they're gone.
06:32If I want to bring them back, I'll turn the layer on.
06:34I can also adjust the strength.
06:35I can dial the strength for that layer down, and reduce the intensity of those strokes.
06:42You can see them getting more and more faint.
06:43I'll bring that back up to a 100%.
06:46It's really a lot like Photoshop.
06:48It's almost like modeling in Photoshop, and that's the beauty of the workflow.
06:52So let's take a look at some of the options for the tools.
06:55Each of the tools has a Settings, and the Settings is where you adjust the Size, and the Pressure,
07:00and something called Steady Stroke.
07:03And I'm going to undo that brush stroke real quick, and adjust the Size of my brush.
07:06And there's a great way to interactively adjust the Size of your brush.
07:10You see the yellow circle there; if I hold down the middle mouse key, and drag to the
07:14left or right, then I'm increasing the Size of that brush.
07:18If I let go of the middle mouse, click again, and drag up and down, then I'm adjusting the Pressure.
07:23So I'll increase the Pressure all the way up to 100%, and you can go beyond a 100% if you want.
07:27I'll bring it up to around a 100%, and I'll increase the Size of my brush a little bit more.
07:32And now I can click and drag, and you see I'm really pulling on that sphere.
07:37If I hold down the Control key, I can push those polygons back in again, and I've made this
07:42really interesting indentation on my object.
07:45The Steady Stroke option is a really amazing thing.
07:48It's something I kind of wish we had in Photoshop.
07:51What it allows you to do is to smooth out your stroke, and I'll undo this recent stroke
07:56again, and I'm going to make my brush a little bit smaller.
08:00The Steady Stroke is an option I really wish we had in Photoshop.
08:03I'm going to turn that on, and I'm going to change my brush Size to 20, and bring this
08:09back to the default value of 2.
08:11Now, when I go out to paint on my object, you'll see it doesn't really look much different.
08:16I'm going to undo that for a second by cranking the Steady Stroke value up; let's bring it
08:20up to like 16 or so.
08:22Now when I paint on my object, I get this little line that drags out,
08:25and that line smooths your brush stroke out as you move along the object.
08:29You can see that it's very hard for me to make a crooked line on my object.
08:34When the steady stroke is off, it really makes it much easier to make a jittery line on the
08:38surface of your object.
08:39This is really crucial for when you're painting with the Wacom tablet, or you've got a really small brush.
08:44It's going to help really smooth out the strokes you're making.
08:47The Buildup relates to how much pressure is added as you hold the mouse down over a stroke.
08:53With the Buildup pressure set to 50 right now, as I hold the mouse down, over the length
08:57of the stroke, I get more intense results from that brush.
09:01If I bring this value down to 1, as I paint, I'll get a less intense brush.
09:07You can see I have to really do a lot of strokes in the same spot by holding the mouse down
09:13to get that result to happen.
09:15So I'll leave the Buildup set to a default value of 50 for now.
09:18Next step is the Falloff, and the Falloff controls the shape of the brush.
09:22I'm going to make a new sculpting layer, and I'll call this layer falloff, and I'll turn
09:28off the layer below it.
09:30I love being able to do that.
09:32Now, you notice on the brush, as I'm on the surface of the object now, there's a little
09:36sort of curved line.
09:37That curved line represents what this line would look like if it were projected, and flipped
09:43over on the other side.
09:43It would make a bell curve.
09:45If I take this line, and make it a shape like this, I'm going to get a very different type
09:50of brushstroke, and notice that the line on the brush is changed here.
09:54Let's bring this back up for a second.
09:56I'll make two different brushstrokes; one with the Falloff like that, and then let's
10:01take the brushstroke, and adjust it down here, and then I'll go in and do another brushstroke.
10:06You can see that I haven't changed the brush Size; the Falloff has changed, though, and
10:10it gives me a much more pinched stroke.
10:13Let's bring this back.
10:14I'll just reset it actually.
10:17The Stamp option is a really amazing thing.
10:19It allows you to load in an image, and use that image to stamp stuff onto the surface of your object.
10:24Let's undo these two brush strokes; Command+Z or Control+Z. And let's load in an image.
10:28I have something in the Exercise Files called chisel-marks, and I'll just select that.
10:33These are just some strokes that I made inside of Photoshop; hit Open.
10:38Now, when I use my Stamp, you can see I'm using that stroke on my object.
10:46Now, let's make that much larger, and now when I click, you'll see that I actually get those marks.
10:53Now, one of the things that's interesting about the strokes is that you have to have a lot
10:57more geometry in order to really make the Stamp useful.
11:00And for the kinds of stuff that I've been doing, I haven't found it super useful, but
11:04when you get into really high polygon counts, then the Stamp becomes incredibly useful.
11:10Symmetry allows you to work on both sides of an axis, and if I activate the Symmetry
11:16for YZ, now that's going to activate the symmetry across the YZ plane, which is this plane here.
11:23So now you'll see that when I make a stroke over here, it's going to make the same stroke
11:27on both sides of the object across the plane.
11:33The Stencil option is related to the Stamp in that it allows you to overlay an image
11:37on top of your object.
11:38Now, I'm going to turn the Symmetry off, and go to Stencil, and I'll load in those same chisel-marks.
11:46And now these chisel-marks are projected over the image, and when I use the brush, you can
11:52see that it gets projected.
11:55These lines line up.
11:56I can actually scale that image as well.
11:57Let's bring that image down in resolution.
11:59Let's orbit to another side of my object, and I'll paint over here. Let's undo that.
12:05I'll just do a stroke right there.
12:07You can see that I have the same sort of issue.
12:10The resolution of my object is not quite enough to match the resolution of the image, and so
12:15I'm getting a little bit of jag in this.
12:16So if I turn this Use Stencil off, then you'll get to see that these lumps in here are the
12:21result of the polygon count in the sphere not being high enough to account for the resolution of the image.
12:28So if you're planning on using the Stencil, you want to have a very high Polygon Count in your object.
12:32The other tools that you see here pretty much do what they say.
12:36The Wax tool allows you to kind of wax your object.
12:40It's a way of smoothing, but it's almost like a blur; not quite the same as Smoothing.
12:46Smoothing, if you run that across the object, really flattens the object out back to where it was.
12:53It's almost a little bit like erasing.
12:55The Erase tool does exactly that, though.
12:57The Erase tool erases what you had done on that sculpting layer, getting you back to the
13:03original shape underneath.
13:06The Repeat allows you to repeat a pattern across an object, and let's load in that same chisel-mark.
13:13Oops!
13:15I accidentally loaded that into the Stencil.
13:17I'm going to clear that out by clicking the Clear button, and go back to the Settings for that.
13:21What I really meant to do is click the Load button under the Settings.
13:24So let's go to the Settings, and click on the Load button there, and you see we have all
13:28these really interesting patterns here.
13:30There's a great way to add rivets on your object, and these are these screws.
13:34Let's click on that Phillips screw, and now I can click and start to paint rivets on there.
13:41But once again, I don't have quite enough resolution, so let's crank up the Pressure.
13:46And then when I do that, you'll see I get a little bit more definition.
13:54But once again, you have to have a lot of resolution in your object to make that useful.
13:58So all you're really getting is a little bit of an impression of that.
14:01There's a lot more tools down here.
14:02Rather than go through each of them, because I think you get the gist of how they work,
14:05I just want to talk about the ones that I'm going to use in this next exercise.
14:09The Inflate option is a very interesting tool.
14:12What it does is it works an object along its normals.
14:18All of these are polygons, and each polygon has an axis called the normal axis.
14:21That's why the brush tends to jump around.
14:23It's trying to align itself with the normals.
14:25What the Inflate tool does is it moves the polygons based on their normal axis, and
14:30you'll see, as I pass it over this, it tends to puff thing up a little bit.
14:35If you run it over a piece of detail like this, it tends to blow that detail up.
14:40That's going to be very useful in the next exercise.
14:43The Knife tool also allows you to make some cuts in your object.
14:46If you hold down the Control key, you can do really interesting pinches like that. You
14:51can come back and slice things up.
14:54It's really great for editing scars and detail to your object.
14:57The Pinch really allows you to pinch detail together.
15:02And if you run it on a smooth area, you really don't get much of an effect until you really run it over.
15:07You can see I was grabbing the polygons, and pulling them together.
15:10If I run it over an area like this, I'm going to get a much more interesting result.
15:14It's going to pinch that edge, and create a much harder surface.
15:18Down below, you've got masking options that allow you to mask off sections of the sculpting layers.
15:23And then you've got the Bake Sculpt command.
15:25When I launch the Bake Sculpt command, the window is a little bit too big for recording,
15:29but what this allows you to do is to convert the results of the sculpting layers into a
15:34texture map, and that texture map can be saved out and modified.
15:37This is especially useful in game engine workflows, and I don't really use it in my workflow, so
15:42I'm going to leave this button alone for now, because there's another way to prepare models
15:46that involves the geometry itself once you're done sculpting.
15:50So that's a very quick overview of the basic tools in the sculpting engine.
15:54Over the next few movies, we're going to create that type object that you saw earlier.
15:57The next step is to prepare the geometry.
Collapse this transcript
Preparing geometry and subdividing objects
00:00The first step in your sculpting process should be to prepare the geometry that you're going
00:04to use as your sculpting base.
00:06Now, if you're just starting from a sphere, then that's just going to be making a cube
00:09editable, and subdividing it.
00:11But if you're going to be sculpting on an object, like we are in this movie, then you
00:14have to do a few things with the geometry.
00:16The needs of the sculpting engine are a bit different than the needs of the HyperNURB
00:20engine, and so we have to do some things to this existing type example in order to make it work.
00:26So the first thing we need to do is get rid of the HyperNURB object.
00:28We don't need that anymore.
00:29So let's take that out of the hierarchy, and then delete the HyperNURB.
00:34And then we need to go into a Point mode, and take a look at how the geometry is made.
00:39If we zoom in on that, you can see that in our original type example, I had created this
00:43ridge around the center of the type that gives us that hard cut.
00:47This tight grouping of polygons around the center ridgeline is going to be problematic
00:51for the sculpting engine, so we want to get rid of it.
00:53So I'm going to use something called the Weld tool to go and get rid of these edges.
00:57So let's switch over to the Live Selection tool, and I'm going to orbit around a bit, and
01:02I'm going to focus on this point right here.
01:04I'm going to start right here.
01:05I'm going to grab all three of these points, and I'm going to pan a selection around those three.
01:10I'm going to right-click, and go to the Weld tool, which is right down here.
01:14When I do that, it's going to ask me to click, and when I click with those points selected,
01:20they're going to be merged into a single point.
01:23Now, I accidentally grabbed one point too many. Let's undo that.
01:26I don't want to grab this point right here.
01:28Let's hit the spacebar to get back to the Selection tool.
01:30Hold down the Control key, and deselect that point, and merge just those three points.
01:35Let's right-click, and go to Weld, and then click, and that merges them together.
01:40Now I can work my way around the model, and I'm going to use the spacebar to get back
01:45and forth between the two tools. That's going to allow me to move quickly through the model.
01:48So I'll hit the spacebar, grab the points, hit the spacebar, and click.
01:52Then navigate to the next point.
01:54Grab those three points, hit the spacebar, click; spacebar, back, spacebar, click; Spacebar, click.
02:05And I'm going to keep doing this all the way around the face.
02:12At the ends of each of these serifs, I'm going to have to do that same three point arrangement.
02:16I want to be careful which points I grab.
02:18Undo, grab just those three points, and then weld that together.
02:24This process is going to take a little bit time, so we'll cross dissolve to the point
02:26where I've got all of these ridges corrected.
02:30So here we've got all of the ridges corrected, and I'm going to Control+drag a copy of that object down.
02:35Let's put it under a new Null object, and this null is going to be called Hider.
02:42And I'll make both dots on that red by holding on the Alt key, and clicking twice on there.
02:47Now, back on the original object, the next step in the process is going to be to add in some ridges.
02:55The polygons around the ridgeline on the face of the letters need to get split in order
02:59to have a more favorable distribution of polygons when I sculpt.
03:02And so I'm going to use the Knife tool in Loop mode in order to cut those.
03:10Let's grab the Knife tool, and change its Mode to Loop if it's not there already.
03:15And I'll uncheck these options, if they're not already unchecked for you.
03:19And I'm going to zoom in here.
03:20I want to grab this edge right here; notice where my line is going.
03:24Now, don't forget, I'm getting a screen redraw issue here, and you should be seeing lines
03:27traveling around your object instead of dots.
03:30And so I'm going to click once, and cut that edge.
03:33And then I'm going to go down here, and do the same thing on this inner edge, and I'll click once.
03:39Boom.
03:41Now, I'm getting a weirdness here, and the reason I'm getting weirdness on this polygon here
03:46is because when I thought I put my object under the Hider, I actually just made it below
03:50the Hider instead of making it a child of the Hider.
03:53So I'm going to correct that by dragging it right up under here.
03:55That was a little mistake I made.
03:57Let's click back on the main object, and then we're going to work out way around.
04:02And basically what we want to do is to split up all of these phases, so now I have to
04:08loop this edge here; boom. And I'll loop this edge here, boom.
04:11Now, we're going to end up with a couple of spots in the model, like this, and down here
04:16where we've got a lot of polygons, but that's going to be okay because of the good things
04:20it's going to do for the rest of the model.
04:23Now I want to cut this one right here, because that's a -- a long polygon like this is not
04:26good for the sculpting engine either.
04:28So I'll cut that one, and I'll cut this one right here as well, and then I'm going to cut
04:35this one right here, and then I'll make two cuts: one right here, and one right here.
04:42And see how it splits up that edge?
04:45Then I'm going to go on to the G, and make a cut all the way around on that one right there.
04:49It's going to make a cut there; make a cut there.
04:54Now I can repeat that process right here, and right here, and I can break this one up too.
05:02And then last, but not least, is this one here.
05:05I'm going to cut that one there, and cut that one there.
05:10I think that's pretty good.
05:15Let's make another copy of the object.
05:16Hold down the Control key, and drag it down, and we'll call this one edge cuts; okay.
05:23And then we'll go back to the original object.
05:25Now, the last thing we need to do to prepare this is to get rid of some of these guide
05:29cuts, or actually just move them around a bit.
05:31Normally, on a HyperNURB object, these edges that we see here, the one I have highlighted
05:36right now, would serve to create a transition from the face to the sides.
05:41And we don't really need that in our models.
05:42So we're going to click on that. Oops!
05:45I accidentally forgot that I have the Knife tool selected when I made that cut. Let's
05:48Command+Z or Control+Z to get rid of it.
05:50And then we'll go back to the Selection menu, and get the Loop Selection.
05:54And with Loop Selection, now I can select all the points, and when I click on that,
05:59I've selected all the points around the outside edge of the G.
06:02Let's repeat that process for the matching edge on the inside letter R.
06:07Hold down the Shift key to add to the selection, and now I'll switch to the Move tool; hit
06:12E on the keyboard, and now I can move that edge back.
06:17You can see I'm moving that whole edge back somewhere around the middle or so. Right about
06:21there; about a third of the way back.
06:24I won't worry about the outside edge, because that's on the back.
06:27What I'm going to do instead is move this one back just a bit, and then grab this next
06:31inside edge right here.
06:32Let's go back to the Selection menu, and get the Loop Selection. Then I'll grab this loop
06:36right here, and then do the same thing on the inside of the R.
06:41Hold down the Shift key to add to the selection.
06:43Switch to the Move tool, E on the keyboard, and then drag that back a little bit.
06:48Now what we've got is a better distribution of polygons on the object.
06:51That's the last thing we needed to do to prepare our model, and this arrangement of polygons
06:55is going to give us a much more favorable result when we go to subdivide in the sculpting engine.
Collapse this transcript
Working with sculpting layers
00:00Now that we've got our geometry ready for sculpting, we can begin the process.
00:04Now, that process is a little bit time consuming, so rather than do the entire piece of type,
00:09I'm going to work on just a small area up here in the upper left-hand corner.
00:13In order to help you understand the process that I went through, I have open in the
00:17background under the Window menu a sculpting-layers -EXAMPLE file, and this is in the Exercise Files.
00:22And this is the finished type object, and we're going to be actually creating these weld marks
00:28on here, and these pinches, and stuff.
00:30And so let's take a look at the layer structure that I used.
00:34Let's go to the Layers menu, and switch over to the Sculpting layout if you're not already in there.
00:38And here in the Sculpting layout, I can now see my layers. Let's bring that down a bit.
00:42And you can see I've labeled my layers. I've got a base object.
00:46These layers are named after what I did in each of them.
00:49So I started with the base object; that's the very first step, and that's where you subdivide
00:53your object, and make it ready for sculpting.
00:55So let's go back to our START file, and let's start off by saving this as a working file.
01:01So let's go to the main File menu, and do a Save As, and let's, in the Exercise Files, in
01:07the sculpting subfolder, let's call this one Sculpting-layers-WORKING.
01:11Now, don't worry about the .c4d; CINEMA 4D will automatically put that on there for you,
01:18and I'll Save that.
01:20Now we can get out of Point mode, and let's go ahead and subdivide our object.
01:25First of all go to the Objects manager, and make sure that you actually have the correct
01:29object selected. Then you can go back to the Sculpting Layers, and click the Subdivide tool.
01:33Now that starts the subdividing process, and we want to click up to Level 5, so let's go
01:370, there's Level 1, 2, 3, 4, and 5.
01:45And that last one is going to give us just the polygons we need.
01:48So that's our base object.
01:50Let's Command+S or Control+S to save the file, and let's make a new sculpting layer.
01:54Click that button once; let's go back to the Window menu, and check our EXAMPLE file.
01:58And in this first layer is where I did the pinching, and I did the pinching just on the edges here.
02:05So let's go back to the WORKING file, and we're going to get the Pinch tool, and then rename
02:13our layer. We'll call this one Pinching, and now we're doing the pinching on the sides.
02:19Now, under the Pinch tool, if you click on the fx option, there's a random Pen Pressure
02:23that's been set there already; I'm going to hit Cancel. And that's going to create a really
02:27nice behavior for the Pinch tool that makes it very sort of uneven feeling, and that's
02:31just what we want.
02:31So let's go into the area that we're going to focus on. Remember, I'm not going to do
02:35the whole thing; I'm just going to start in this area up here.
02:37And let's go in and start to pinch.
02:40And I want to focus on the transition from the face to the sides.
02:44And let's run the brush down just a little bit.
02:46You can see, as I go back and forth over the edges here, it creates a nice transition.
02:52Let's make the brush just a little bit smaller.
02:54Now I'm clicking -- oops; I middle mouse clicked, and I forgot to drag. Let's middle mouse click
02:58to get back to the Perspective view.
03:00Middle mouse, and then drag to the left to make the brush smaller, and let's get in just
03:05in that area there.
03:06You can see that it makes a nice transition to the sides.
03:10And one of the nice things about this process is that it's very organic; you don't have
03:14to get real precise with the tool.
03:17I'm going to work my way down the side there.
03:21Let's make the brush a little bit larger in this area. There we go.
03:26You can see it's no real wrong answer on this, except maybe to do too much.
03:35But I think that will do nicely, and I'll grab that side right there, undo that one; I missed a little bit.
03:41I want to kind of go right down the edge to get that transition, and grab that one. Oops!
03:49Undo; I don't want to get the face yet.
03:51I just want to focus on the edges; there we go.
03:56I think that's pretty good. Okay.
04:03Let's save our working file, Command+S or Control+S,
04:06and then go back to the Window menu, and go into the Sculpting-layers-EXAMPLE.
04:10And the next step is the ridge pinch, and I've got the same random Pen Pressure set there.
04:15So let's go back now, and let's start off by making a new sculpting layer.
04:21Let's call this ridge pinching, and in the ridge pinching layer we're going to focus
04:27on just the ridges here.
04:29And so let's zoom in on that area, and then we'll run our brush over just that spot. Let's
04:34make the brush a little bit smaller, and then focus on that.
04:38Oops, I missed that one a little bit; there we go.
04:43Bring the paint down that way a little bit.
04:45And if you go a little crooked, undo that, and you can get again.
04:49Remember, you don't have to be super precise with this.
04:52I don't want to have two ridges, though, so you want to be careful that you actually
04:54hit the same spot twice. Make the brush a little bit larger; there we go,
05:00and that starts to really raise that ridge up. There we go.
05:08I'll work my way around there.
05:11That's enough.
05:12I'm not going to concentrate much on the rest of the type, so I'll get just that little bit,
05:17and run it down the edge there.
05:19I think that's pretty good. Nice.
05:23So that's a pretty good job on the ridge pinching.
05:26Let's save, Command+S or Control+S, and go back and check the next layer.
05:29So, in the example, the next thing I did was to create a ridge with an inverted stamp.
05:35So let's go back to the WORKING file, and the Stamp option creates a pattern based on an
05:42image on the surface of your object, and there are some really cool Presets.
05:46So let's click over on the Presets, and in these Presets, I'm going to change the View
05:50to a list, and then let's double-click in here, and go into Sculpting, and then into Sculpt
05:57Brush Presets, and let's go into Scratches.
06:00Now, the scratch that I want to use for this process is going to be, I think probably scratch_11
06:05or scratch_12 will do nicely. So let's grab 11, and I'll double-click, and that takes us
06:11into the Pull tool, and if we go back to our Sculpting Layers, make sure that we're in
06:15the right sculpting layer,
06:16and then the Stamp option has been set; it's loaded with a brush. Let's go out here, and
06:20click once, and drag down.
06:23If I drag left or right, that rotates it. I want to drag once, and you can see that
06:27when I do that, it creates an indention based on that image that you saw on the preset.
06:33Now, what I want to do is to create an extrusion.
06:36So I'll undo that, and I'll hold down the Control key, and when I drag out, it's going to make an extrusion.
06:43I think that's a pretty good size.
06:46Let's go back now, and work our way around the ridges with this tool.
06:50So let's start over here, and kind of work out an area on the ridge.
06:57You notice that I'm kind of dragging along with it, and I want to be careful about how
07:01big I'm making these marks.
07:06Now, I just made a mistake in all these brush strokes; I forgot to hold down the Control key,
07:10and you can see that I'm actually creating an indention on my surface, and I don't want to do that.
07:15So let's undo all those brushstrokes, Command+ Z or Control+Z, and this time I'm going to hold
07:20down the Control key when I make my stroke.
07:22So let's hold down the Control key, and I'm dragging to the right each time I click, and that's
07:28going to create that extrusion.
07:33I can work my way around; let's give it a little orbit.
07:37You can see that it's creating those -- they look like little mountain ranges almost.
07:42And let's go down here; yup, you've got to remember to hold down the Control key, so that
07:50you can actually invert that.
07:57And I just remembered a very cool shortcut.
07:59If we go to the Settings on the Pull tool -- let's raise that up here -- at the very bottom
08:06is an Invert button.
08:07This will save us from having to hold down that Control key.
08:09So let's click on the Invert button, and now by default, the tool will create that extrusion,
08:15and if you hold down the Control key it will create the indention. So let's undo that last
08:20stroke, and let's just do an extrusion around.
08:23So now, with that Invert key checked off, I can work a lot faster --
08:29oops; undo that one -- without having to worry about accidentally making too big of a mark. There we go.
08:38I am going to add a little bit of width to that bead. Yeah, not bad.
08:49And so the idea is to make this little sort of mountain range down your object; here we go.
08:59I think that's going to do nicely. Let's get a little bit of more width in this area; there we go.
09:12I think that's pretty good. Let's save this; Command+S or Control+S, and that's pretty good
09:16for the ridge pinching.
09:17Let's go back to our Window menu, and go back to our EXAMPLE, and take a look at the layers
09:21here; let's lower that down.
09:23So that was our ridge with the inverted stamp. Now we're ready for the Inflate brush, and
09:27this is where it starts to look like a weld.
09:29So let's go into the Window menu, and go back to WORKING.
09:32Let's make a new sculpting layer, and let's call this one inflate.
09:38Now, the Inflate tool moves polygons along their normal, and so when I click and drag
09:43with it, you'll see that's it's going to bulge these things out.
09:45Now, I don't want to bulge the whole thing; I want to bulge a very small area.
09:49And so let's make the brush nice and small; about the same size as the ridge line itself,
09:54and let's go through, and start to drag through.
09:59Now that's little bit too much Pressure, so let's undo that. So let's make the Pressure
10:03really low, and then come back and drag across.
10:07We'd rather do it multiple times than have one that was too big.
10:11So now you can just kind of work your way down.
10:14You can see it really starts to look like that weld that we have.
10:19If you stray outward a little bit, that's okay; that's all just part of the marking process I think.
10:30Let's get the end here a little bit; there we go. Nice.
10:33Now we come down here on the front; nice. There we go.
10:42Now I think it's really starting to look like a weld.
10:43There's one more step we have to do.
10:44So let's save this, and go back to the Window menu, and take a look at the layers example,
10:50and the next thing is the smoothing.
10:52Let's go back to our Window menu, and go to the WORKING file, and here we're going to grab
10:58this Smooth brush.
10:59And the Smooth tool literally does smooth out the layers.
11:03You can see I just did that brushstroke right there. I'll undo that.
11:06Now, the first thing we should do is make a new sculpting layer.
11:10So let's click on make a new sculpting layer, and let's call this one smoothing.
11:15And let's use a very small brush; about the same size as our bead, and a very low pressure,
11:20because we don't want to smooth too much, so about 5% ought to do.
11:26Let's run that smoothing brush over the weld,
11:29and what that does is it just kind of eliminates a lot of the jagged edges; makes it feel a
11:35little more organic.
11:37Of course, you don't want to run it too much. If you run it too much in the same spot, it
11:44will really soften those things up too much, so I'll undo that, and I want to have a little
11:49bit of a jagged to them.
11:52And what you do is just run that across, and just run it down the front here too; very nice.
12:09What you're left with is something that looks a lot like a jagged weld on the surface of your type.
12:13So let's review the layers that we did here.
12:16That's one of the great things about the sculpting engine is that you can start over, and turn
12:20these things off and on at will.
12:22And I'm going to work backward in time, so that last layer was the smoothing. If I turn
12:26that off, you can see it goes rough again.
12:28And then we inflated it, and then we created the ridge pinching, and then we created the
12:33pinch on the sides, and that is our base object.
12:36So there's the base object, there's the sides pinched, here's the ridge pinching, here's
12:42the inflate, and there's the smoothing.
12:45So you can see that's a pretty decent formula for that beaded weld.
12:48Now, keep in mind that the Sculpt tool is way more powerful than what I'm using here.
12:53What I tried to do in this example is show you the kind of project that you might have
12:56to do on a regular basis if you're a motion graphics artist.
12:58Now, if you're a hardcore modeler, and you're having to create very intricate, organic objects,
13:03I would definitely recommend spending a lot more time getting to understand the layers,
13:07and all of the other sculpting tools.
Collapse this transcript
Preparing objects for rendering
00:00Once your model is all sculpted, and you're happy with the result, the very last thing
00:04you should do is prepare the geometry for rendering.
00:06Now, if you're working in a workflow where you have to produce results that are low polygon
00:11based, or you need to have an image map as a result, then you're going to do something called baking.
00:16Now, I'm not going to cover that in this course.
00:18For my workflow, I need to have the geometry, and I want to focus on what the result of
00:22the sculpting layers is.
00:24Let's switch our Layout back to the Standard Layout.
00:27If you're already there, you can stay in that Layout.
00:30The result of all the sculpting layers is stored in the sculpting tag.
00:34If I select that tag, and delete it, my object goes right back to where it was before the
00:39sculpting layers were even done.
00:40Let's undo that, and when I undo, it's going to take a moment to put the tag back on.
00:44There are two ways I can handle this sculpting layer.
00:47I could put the texture right on this object.
00:50For example, I could make a new material, and apply that material right to the merged object.
00:55The thing I've noticed, though, is that it takes a bit longer to render these objects when
00:59they are stored like this.
01:01There are two things we can do.
01:02We can make the object editable by doing a Current State to Object; that will commit
01:06the layers to actual geometry.
01:09Right now, all of the actual geometry is stored inside the tag, and it has to pull the geometry
01:14out of that tag, and display it to us onscreen every time we want to do something with it.
01:18The second thing we can do is to freeze the tag.
01:20So let's take a look at both ways.
01:23If I know I'm not going to need the tag anymore, and I just want to commit the geometry, then
01:26I'm going to right-click on the geometry, and do a Current State to Object.
01:31What that does is that commits the tag to the object.
01:35You notice that it put it under this null object. Let's hide the original.
01:39Hold down the Option or Alt key, and then click twice on the status dots here, and you can
01:44see now here's our object.
01:45And it's got a second material tag on it; let's delete that, and take a look at the geometry.
01:52If I select the object, not the null, and go to Display, and change it to Gouraud Shading
01:58(Lines), you can see it's a very dense model.
02:01Zoom in on there.
02:03But it's all super clean geometry.
02:05It's all quadrangles.
02:07It looks really, really nice.
02:09So let's hide that result.
02:11So that's one way you can do it.
02:12Let's reveal the original object.
02:14Now, the original object has the exact same geometry, but this geometry is stored in the tag.
02:19So what we can do for this one is click on the Sculpt Tag, and there's a little button
02:24called Freeze here.
02:25What the Freeze button does is that it locks the state of the object in memory, so that
02:29it doesn't have to keep going back to the tag, and pulling it out of the tag every time
02:33you need to do something.
02:35The nice thing about the Freeze button is it allows you to interact with the geometry.
02:38So, for example, you could put deformers on this geometry.
02:41If you don't click the Freeze button, then the geometry won't respond to deformers.
02:45So let's click that Freeze button, and you can see the sculpt tag turns gray, and now
02:51the object is ready to go.
02:52And there's also the Allow Deformations option.
02:55I want to turn that on, so that in case I want to put a bend deformer on this, I would be able to.
03:03Let's change our Display back from Gouraud Shading (Lines) back to Gouraud Shading, and that's it.
03:08So that's the last step in the process for creating models with the sculpting engine.
03:12Hopefully this gives you a really good idea of what the power of the Sculpting tool is.
03:16Keep in mind that it's incredibly deep, and we're really just scratching the surface here.
Collapse this transcript
Conclusion
Exploring what's coming next
00:00I hope you enjoyed CINEMA 4D Essentials HyperNURB Modeling and Sculpting.
00:04In the next course, CINEMA 4D Essentials MoGraph Modeling and Animation, we'll take a look
00:08at the MoGraph module, and just what makes it an essential component for modeling and
00:12animation in CINEMA 4D.
Collapse this transcript


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