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Cinema 4D Ultimate Learning System 2.0 Volume 6 Modeling

This volume will cover the fundamentals of modeling in C4D including various work flows.

Length: 4 hours 23 minutes

Introduction video:

Price $65.99


Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 1 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 0 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 6 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 2 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 3 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 9 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 8 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 5 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 7 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 4 Cinema 4d ultimate learning system 2.0 volume 6 media 1469055357943 10

This volume will cover the fundamentals of modeling in C4D including various work flows. All chapters in this volume are project-based and will result in you creating your own dread skull, sci-fi spaceship interior, perfume bottle, viking boat, and human hand. After completing the volume, you'll know how to use, combine, and refine 2D splines created from bit-maps, as well as polygon modeling. Tools covered include: magnet, sketch, smooth, set point value, spline booleans, chamfer, poly pen, arc tool, snap settings, extrude inner, weld, loft object, knife, loop select, and brush tools. This is a comprehensive overview of what you need to know to create your own models.

Chapter 1:

In the first chapter, we'll go kick off the dread skull mini-project starting with the bit-map image of a skull that we bring into the vectorizer. Then we use the magnet, sketch, and smooth tools to customize it and use spline mask to combine multiple spline elements.

Chapter 2:

In this chapter, we continue and complete the dread skull project. We adjust the various settings of the extrude object using the set point value tool to get the best results.

Chapter 3:

The next mini-project in volume 6 is the sci-fi hall, using spline booleans, the chamfer tool to bevel edgets, and the poly pen to clean up the mesh.

Chapter 4:

Continuing the sci-fi hall, we'll use the arc tool to create the profiles for ducts and pipes. Then adjust the spline types to fine-tune the mesh density and sketch with snap settings to draw wires.

Chapter 5:

Completing the sci-fi hall, we'll create the floor using the extrude inner tool.This chapter also features the arc tool to add detail to the floor.

Chapter 6:

In this chapter we'll create a perfume bottle using the lathe object to create the profile, and use the weld tool to clean up. During the chapter I'll also go over using the orthographic view to compare similar objects.

Chapter 7:

This mini-project is creating a viking boat using the loft object. During the chapter, we'll review setting reference, drawing profiles with symmetry, matching the profiles to the reference and then adding them to a loft object.

Chapter 8:

This chapter kicks off polygon modeling with a mini-project to create a human hand. First, we'll set up the reference image in front and side views in multiple viewports. Next, we'll create a box and line it up to our views. Then, we'll reduce t6o an editable mesh, and control drag to extrude polygons. Finally, we use the knife and magnet tools to sculpt and refine our model.

Chapter 9:

Continuing work on the human hand, in this chapter we learn to use the loop select tool to select hard to reach areas in our model. Then, we add our low-poly model to our subdivision object to create a higher resolution model and use the slide tool to make subtle adjustments without adding more polygons.

Chapter 10:

In this chapter, we'll use the brush tool and extrude to sculpt and create fingernails for our hand.

Chapter 11:

Completing the human hand project, we'll adjust the phong tag on our low-poly model to adjust the creases in the hand. Then we'll make the hand more realistic by adjusting the subdivision weight settings. Finally, we'll wrap by reviewing the editor vs render settings to perfect the nails.

About The Instructor

After studying film and sculpture at the San Francisco Art Institute, Greg Kulz began working full-time as an artist in the SF Bay Area. Always interested in experimenting with new techniques and methods, Greg turned to 3D motion graphics as his new medium in 2001. Since that time, he has worked on such projects as the Team America and WWE video games, Ironman, various short films and a number of product modeling contracts for corporate clients including Sony, Panasonic and Frito-Lay. Greg's first love remains character creation, but he also enjoys working with motion graphics, texturing, and modeling.



Find Greg Kulz on LinkedIn: https://www.linkedin.com/in/greg-kulz-8265421