Join Donovan Keith for an in-depth discussion in this video Model only what you see, part of Primitive and Spline Modeling in Cinema 4D.
While you can model every physical detail of a real-world object, at some point you have to stop. This is a 3D rendering of a stereo viewer, and it's the primary subject of this course. I built this based on one that I had laying around my house. In fact, here's one of the reference photos that I used to model. Looking at this image from this distance, I don't see any major pieces that are missing. It's only when you zoom in that you start to see possible places where there would be some difference.
For example, on the front of this nose piece, there are a couple of screws that are holding it in place, whereas in my model, I don't think that I've included those. Now, I didn't notice those at the standard resolution, it was only when I really pushed in. When I'm taking my reference photos I'll often take a detail photo to show some real small and specific details that I might want to model later. Here we see the handle for our stereo card. Notice the tops of those tiny screws. You see that slash going through them. And if you look at my model Wait a second.
You can't tell whether those are there or not, because you can't see them. In fact, they aren't there. And I didn't model them, because I knew that I wouldn't be seeing that part of my object. And that's a really important thing to keep in mind. What you're going to see and how it's going to be presented in frame, really dictates the amount of detail that you need to put into your models. If you're going to be rendering at a low resolution, or your object is going to be off in the distance, do not worry about detail. This object has already been overmodelled if that's the case. If, however, this is a hero object in your shot or it's going to be held by your lead character close to their face, you're going to get it in a real extreme close up, well then, go ahead.
Add in all of those details. But just know that time that you spend on this task is going to have to get pulled from something else. When it comes to modeling, especially for commercial projects, it helps to be pragmatic. Only model what you'll see on-screen and add details only as you need them.
- Modeling what you see
- Grouping objects into components
- Aligning and spacing objects with the Arrange tool
- Modifying basic shapes with deformers
- Creating live copies with the Instance object
- Understanding spline types
- Collecting reference material
- Working with splines
- Creating a simple extrusion
- Creating sweeps, lathes, and lofts