Introduction To 3D Modeling In C4D

Introduction To 3D Modeling In C4D

5 Seasons

Geoff DeVries introduces you to the world of building CGI models in Cinema 4D. Geoff teaches fundamentals of setup, modeling, and unwrapping; while creating a full product to be used for product or lifestyle renders. The software used will be C4D for the entirety of the modeling process. Going over proper resources for starting a project to accurately create a product along with setting up the initial scene file is vital to success. Geoff teaches the basics of scene organization when it comes to labeling your parts and grouping assemblies.

Fundamentals of modeling will cover blocking out forms, adding details, maintaining clean geometry, controlling subdivision surfaces through loops using traditional methods. These methods carry over to every model that is created in the CGI environment. It is important to understand how to work with geometry if you are creating your own models or buying them and need to edit them. This comes into play on both sides.

UV unwrapping models using different methods based on the shapes and goal at hand for the texture/material side. UV unwrapping can be challenging to wrap your head around. Starting with some simpler products using different methods will give you a better understanding of the tools at your disposal. UV packing and how and why to approach it in certain ways. Not everything has to be packed perfectly but some parts do. Let's learn the difference between what matters and what doesn't, and how to make that determination!

Introduction To 3D Modeling In C4D
  • Configuring Viewports For Reference Images

    Episode 1

    In this video, we will show you how to use reference images (View->Configure or Shift+V) to scale the size of cube primitives in Cinema 4D. This is useful if you need your reference image to be larger or smaller than the default size.

  • Creating Basic Form Of The Body Using Symmetry

    Episode 2

    This is a tutorial about how to create the basic form of the body by using symmetry. In Cinema 4d Using a cube primitive to create the basic form of the body of the packaging. Creating the cube with the proper amount of segments then taking advantage of them to move the edges where we need and ad...

  • Creating Basic Form Of The Handle Using Symmetry

    Episode 3

    Using a plane primitive to create the basic form of the handle. Using a mixture of loop cut and extrude to create the form we need. Once the form is finalized, adding symmetry to mirror and weld the model.

  • Creating Basic Form Of The Bottle Divider Using Symmetry

    Episode 4

    The divider of the box is created using a plane primitive to create the bottle divider. Using loop cut and extrude to create the form. Adding symmetry at the end to mirror and weld the form.

  • Creating Basic Form Of The Bottom Of The Packaging Using Symmetry

    Episode 5

    Again using a plane primitive we create the bottom of the packaging. Using extrude to create the bottom and then tying into the main body of the packaging.

  • Adding The Carry Handle Opening Using Line Cut

    Episode 6

    The carry handle area of the packaging has a hole in it for fingers in real life, in this video, we need to add this into our model. Using a mixture of loop cut, bevel, stitch and sew, and snapping to create the cutout and duplicate it and weld it back into the back inner side of the handle.

  • Adding Thickness Using Extrude

    Episode 7

    We start by inspecting the reference photos to understand how thick our carrying handle should be. Taking all of the parts we have built so far and using extrude to add thickness to them. We must be careful as there is a small amount of thickness and if we add too much, parts will start to interp...

  • UV Unwrapping The Body

    Episode 8

    Using a mixture of projection mapping, pelt mapping, welding, and aligning UV islands to unwrap the main body and create UVs that can be textured in accordance with the reference photos. Once unwrapped we can leave them unpacked and we will pack them later.

  • UV Unwrapping The Handle

    Episode 9

    Using pelt mapping to unwrap and flatten out the handle for proper UVs paying attention to how the handle split up to create a continuous UV island that will work with our textures and in accordance to the reference photos. Once unwrapped we can leave them and we will pack them later.

  • UV Unwrapping The Bottle Divider

    Episode 10

    Using projection mapping we can unwrap this part quickly, then use weld and relax to create a continuous UV island. Once unwrapped we can leave them and we will pack them later

  • UV Unwrapping The Bottom

    Episode 11

    Using projecting mapping we can unwrap this part quickly, then use weld and relax to create a continuous UV island. Once unwrapped we can leave them and we will pack them later.

  • Adding Subdivision Surface

    Episode 12

    Switching back to the Model layout. Add a subdivision surface to each part to smooth out hard edges and contours. We can see that our model does not hold its form very well and we will need to add in holding edges in many places for it to resemble our reference imagery.

  • Creating Holding Edges For Subdivision Surface Using Loop Cut and Bevel

    Episode 13

    We are doing this a little backward as normally we would add in holding edges then unwrap our model. The reason for this is that the model is fairly thin, and if we add in holding edges earlier on it will make unwrapping that much more challenging due to the close proximity of the edges.

    When us...

  • Merging Symmetry Objects

    Episode 14

    Now that we have loops/holding edges added in we can merge our symmetry objects down. Let's duplicate all of our pieces so we have a backup, then use "C" on the keyboard to collapse the Symmetry object down and rename our copied parts.

  • Fixing Mirrored UVs

    Episode 15

    Switching back to the UV layout. Now that we have merged our Symmetry objects we have overlapping UVs that are backward on half of our model. We can see this by going to Texture->UV Map in our unwrap window.

    What has happened is that our UVs are mirrored due to Symmetry and we need to fix this. ...

  • Making And Applying A Material To Check UV Scale

    Episode 16

    When packing UVs sometimes you want the ability to control a texture on your model by hand so you can see the scale of all of your UV islands in relation to each other if you have many UV islands populating the 0,1 space.

    Creation of a simple standard C4D material with the supplied UV texture so...

  • UV Island Packing And Organization

    Episode 17

    Now that our UVs are finalized and our material applied, we will pack them in a way that will make texturing easy while moving some UVs that don't need specific placement out of the way.

    During this step, we will check for the consistency of scale across our UVs and address this where we see fi...

  • Exporting UVs For Photoshop

    Episode 18

    Finally, the UVs are filled with color and completed by baking in all the UV work done to date. The careful work in this stage will ensure the easy application of materials and textures.

  • Tutorial Outro

    Episode 19

    After showing you the tools, concepts, and techniques Geoff uses to create the intricate models he uses, he delivers his final thoughts on modeling.