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Join Rob Garrott in CINEMA 4D: Designing a Promo as he demonstrates how to create a 15-second promotional video that looks and feels like a professional advertisement. Learn how to use a combination of CINEMA 4D, After Effects, Photoshop and Illustrator to go from concept to script to screen, creating sketches, adding animation, and rendering the final promo. This course focuses on real-world techniques, culminating in a finished, usable product. Exercise files accompany the course.
Our shark buddy is just about done, but now our shark needs the most important and scariest part of all, the teeth. But before we can create the teeth, we need some gums for the teeth to sit in. We are going to be using the Symmetry object again to reduce our modeling and make both sides of the gums at once. So here in my shark, I don't really need these profile images anymore. So I am going to hide the image planes from view, and that's going to make our scene lot less confusing to look at. So here in the mouth region, I want to create a simple shape that the teeth can sit in that's going to be lined up with the bottom portion and the upper portion of the jaw line.
So let's add a new cube to the scene, and with that cube I am going to parent it into this hierarchy here. Now this Null object is called Symmetry, but it really isn't a symmetry anymore. So let's rename it and call it a shark. Now this HyperNURBS is way here in the middle. It looks kind of like as extra stomach here. We are going to move that up to the head region and then just start to change the size on it. Let's start with the Y and just squish it down really far and then on the Z.
I basically want to make a little tube that I am going to cut up. So that tube is going to sit right about at the start of the mouth. Let's move it down into position, right about there. I can take this little tube object now and make it editable. C on the keyboard. In Point mode what I want to be able to do is use a Symmetry object to only have to model one half of the gums. My shark is pretty well identical from left to right.
So by using a Symmetry object that'll give me the ability to only model one half of the gums and have it immediately flop over to the other side. The way this Symmetry object works is it's going to mirror everything across the Z-axis in this case. So I want to take these points that are on this side of the object and I want to get them to stick right to the exact center line of my shark. So if I take my cube here and select these points and in the Coordinate Manager, I can switch my mode to World mode.
I am going to use the Coordinate Manager to move these points into position. So I want to move them on the Z-axis. So I'll select the Z position, make sure that my mode is set to World mode, and then change this value in this field to be 0. You're going to see those points snap immediately to the centerline of my shark. Now I have a polygon here. If I go in to Polygon mode, I can see that I have a polygon here on the end and I don't want that polygon there, because that's going to be problems when I use the Symmetry object. So I'll delete that and that opens up a little hole.
So now I can add a Symmetry object to this scene. Now this is a great little trick. I am going to hold down the Option key and click on my Modeling tools and add a Symmetry object to the scene. When I do that, holding down the Option key, because I have my cube selected, it automatically made the Symmetry object a parent of the cube in the same location as the cube. Remember, the Symmetry object by default creates symmetry across the Z and Y plane. We want to switch that over to the X and Y plane so that it will flop it across this axis right here.
So we switch that to X and Y and now we get a tube that's on both sides of the axis. Now I can take this Cube object and so I'd like to push and pull those points around and I probably want to do this in the Top view. So let's go into the Top view and zoom in on this region here. You could see that this line of polygons are the ones I want to keep track of. I probably should just change the display to Gouraud Shading and that will make it a little bit easier to see my cube. I lost that line, but I can always get it back.
So I am going to switch over to point mode, right-click to get my Knife tool, I make sure I am in Loop mode, always, and just add a few extra cuts right here. Now I can take these cuts and simply move them around in space and I am going to move these guys on the Z-axis and then just rotate them in the Top view to make that a little bit larger and then just kind of move them out. I will repeat that process, creating sort of a horseshoe shape as I go.
Now I am just using the Spacebar to get back and forth between the Selection tool and the Move tool. Now let's double-check our work here in the Perspective view. So now what we really need to do is I am going to hit Command+A or Ctrl+A and drag that down until it lines up and then work my way along the jaw, moving this up into position. So I'll start at the back of the jaw and move that up like that.
I am using the Y axis only to move those up into position. Then do the same thing for this one. There we go. And now they're sticking out a little bit far. So let's select all the points and move them on the X-axis only, right into position, kind of tuck them in there. All I really need is just the gums to be sticking out just a bit. So I am going to make them a little bit thinner. So in the Top view, zoom in just a bit here and grab this point and move that in.
Then grab this one and move it in. You can see I am moving it in the Top view, but looking at in the Perspective view to see what the effect is, and using that Spacebar command to move back and forth between those. Now on this last point, I want to be really careful and only grab the X-axis and move it into position. Now I have got a gum object in position. Let's grab these last points and move them out a bit and then raise them up and then tuck them in this way, there we go.
We want them to follow the line of the jaw. You don't have to follow it exactly, just enough to stick up a bit. There we go! I think that's about it. So now you can see if I hit Command+R and render that, I have got a jaw element or a gum element that is sticking right to the jawline. It's got a little bit more lip here than I want. So let's grab these guys and move them forward just a bit. There we go! I think that's looking pretty good.
Our lower gums are complete and I am going to be using the exact same process to create the upper gums and you'll see those show up if you continue on in the next movie.
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