- Before we jump into the chapter on polygonal modeling I thought we would start off by discussing how in fact a 3D model is even made. You can make a 3D model in a wide variety of ways but I tend to think about them in three different fashions. The first is pushing and pulling, and we'll get to that in this chapter. The second is just drawing a model. And the third is using generators or nurbs based modeling as we've seen in the previous chapter on spline based modeling.
So if we're going to make a model and push and pull it into the right shape we usually start with a polygon. And that's what this chapter's all about, polygonal modeling, where we basically take a primitive shape, now if you hold down the cube right here, you'll see all these primitive shapes that come with Cinema 4D. Think of this as like the clay, the first part of the building block process. So you grab one of these primitives and you say, "Okay, the model that I want to make "is closest to an oil tanker, or closest to a sphere, "or close to a pyramid." And then from there you can start pushing and pulling all the different components into the shape that you would like to see.
The second way is just by drawing something. So if I'm looking at it from this view and I take my polygon pen, I can just start drawing shapes. And these can become models. I can start pushing and pulling all this stuff around, getting it into the right shape. I'll grab the polygon pen again. Alright, there we go. And now that is a model. I can grab any of these pieces I want, push and pull this stuff around, and there we go.
And like we saw in the previous chapter we can also take a spline. Just getting a better view here. And use one of our generators inside of Cinema 4D, in this case an extrude, and build up a model this way. Now at some point if you want to start pushing and pulling and really manipulating this you will need to convert everything to polygons so that you have access to all the individual polygons, all the little individual segments that make up this model.
And that's what we're going to focus on in this chapter, this polygonal modeling, but I thought it would just be a good idea to explain what in fact a 3D model is, and all the different ways that we can achieve that goal. In the next movie we're going to talk about points, edges, and polygons. And those are the three main components that will make up your polygonal based model.
CINEMA 4D (aka C4D) is a vital tool for anyone considering a career in motion graphics, visual effects, or animation. Whether you're just starting out or migrating to C4D from another program, CINEMA 4D R17 Essential Training has you covered. Craig Whitaker explores some of the new features in R17—the version released in August 2015—and segues into a quick-start chapter that reviews the entire CINEMA 4D workflow in just eight steps. The rest of the course divides CINEMA 4D's core functionality into individual chapters on spline modeling, polygonal modeling, deformers, materials and shaders, lighting, the MoGraph toolbox, animation, and rendering. Craig also shows how to composite your C4D work with live-action footage and other effects in After Effects, using the AEC or CINEWARE workflow. By the end of the course, you should be comfortable working with all of C4D's powerful tools.
- What's new in R17?
- Using the Take System for versioning and compositing
- Navigating the C4D interface
- Modeling splines
- Building 3D models from polygons
- Using deformers to bend, twist, and warp models
- Adding surface detail with materials and shaders
- Working with 3D lighting
- Using the MoGraph tools
- Animating in CINEMA 4D
- Rendering your models and animations
- Compositing C4D models in After Effects
Skill Level Beginner
1. What's Different in R17 vs. R16?
2. Getting Started (Quick Start)
3. Spline Modeling
4. Polygonal Modeling
6. Materials and Shaders
7. Using Lights
8. Using MoGraph
11. Compositing in After Effects
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