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How to model c4d robot? (C4D Robot Modeling Course)
Cinema4D is widely used, with outstanding performance in advertising, movies, industrial design and so on. For example, in Avatar, the China staff of Raven 3D Film Studio made some scenes with Cinema4D, and C4D performed very well in such a blockbuster. Cinema4D is becoming the first choice of many top artists and film companies, and it is gradually maturing. Today, we will share the related content of C4D for our friends! For those who study C4D, don't miss our C4D quality video course, which covers everything from basics to modeling to rendering to drawing ~

Wonderful recommendation of C4D popular video tutorial:

1.C4D- Building block world modeling and rendering II. C4DRedshift rendering basics tutorial 3. C4D anthropomorphic cartoon course 4. C4D- car poster renderings How to model C4D robots? (C4D Robot Modeling Course)

1, open C4D first.

2. File-New

Press N-B to open the shading (line) and press the cube to create a new sphere, and change the segment to 36; Press r to rotate 90 degrees to the left; Press the c key to convert it into an editable object; Click the edge mode, select the third circle on the left and right sides respectively, right-click chamfer 1cm, and then select right-click chamfer 1cm in the middle of the front to enter the circular cutter; Press the K-L key to enter the circular cutter. Cut a line evenly between the second and third circles under the center line, and then press the K-K key to enter the linear cutting machine to cut out the eyes. Click the surface mode as shown below, select all the cutting surfaces, right-click to extrude-1.3, and then create a new black ball, a new white ball for the cutting surface, and a new ball for the ball. It's called eye only light inspection, and the texture is changed to Fresnel. Change the right color H to 178, S to 42, V to 1003, and press and hold the brush to create a new formula.

Click the formula, change Tmin to 7, Tmax to -8, sampling to 4 1, select cubic interpolation, change the point interpolation method to 1, change the number to 2, subdivide the surface, create a new rotation, put the formula under rotation, and click rotation. In the coordinates, change P.X to 6, P.Y to -24 and P.Z to 57; S.X, S.Y and S.Z are all changed to 0.05; R.B is changed to 180 object, subdivision number is changed to 19, network subdivision is changed to 4, a new twist is created, twist and rotation are grouped by alt+g, coordinate P.X is changed to 6, P.Y is changed to -24, and P.Z is changed to 57; R.H is changed to -90, and the size is changed to 5 1, 76,51; Change the intensity to 92. Click the sphere and the blank group, press alt+g to group them, and name them Head 4. Create a new cube, change the dimension XY to 100, z to 60, and change the line segments x and y to 3. Press the c key to convert it into an editable object. Click the face mode to delete the face into vest style. 5. Create a new subdivision surface and place the cube under the subdivision surface.

Fine-tune the points, lines and surfaces to the appropriate positions as shown below. Click the surface mode, click a surface and press alt+a to select all, right-click to stretch, select Create Top Cap, add a thickness of 6, and create a new cube 1. I change the size of XYZ to 145 here.

Create a new subdivision surface 1, put the cube 1 under the subdivision surface 1, move the subdivision surface 1 to the inside of the vest, click the head rotation, and copy to get the rotation 1 subdivision surface 1, as shown in the following figure. Name it upper body Click the upper body group, press R key p to rotate-13 degrees 7, and create a new cube 2. Here, I change all dimensions XYZ to 100, line segment X to 3, y to 4, and z to 2.

Press the C key to switch to the editable object click surface mode, and the deleted surface is in the shape of trousers, as shown in Figure 8 below. Create a new subdivision surface 2 and place the cube 2 under the subdivision surface.

Fine-tune the points, lines and surfaces to the appropriate positions as shown below. Click subdivision surface 2 and copy it to get subdivision surface 3. Click subdivision surface 2 to hide, click surface mode, click surface and press alt+a to select all, right-click to extrude, select Create Seal, add thickness 9, and then click subdivision surface 3 to display.

Right-click the closed polygon hole, and all the empty places are closed by clicking the face mode. Click on the faces on both sides of the crotch, right-click to extrude the inside, and then extrude the fine-tuned points, lines and faces to the appropriate positions. Click subdivision surface 2 and subdivision surface 3 in the shape shown below, press alt+g to group them, and name them as lower body 10 to create a new cube 3 and a new subdivision surface 4.

Place cube 3 under subdivision surface 4 by means of point, line, surface, extrusion and rotation, adjust the model as shown in the figure below, create a new symmetry by array, place subdivision surface under symmetry and create a new cylinder by cube, change the radius to 16 and the height to 3, and copy the cylinder to get cylinder 1, change the radius to 4 and the height to 2, and click the cylinder. Change h to 12, p to -3 1 and b to 70. Move the cylinder 1 to the center of the cylinder 1 1 to create a new cube 4 and a new subdivision surface 5.

Place the cube 4 under the subdivision surface 5, and hold down the ctrl key to lengthen it. Press the K-L key to make a circular cut on the side surface, and then click the surface mode to delete the bottom surface. Then click the midpoint of the point pattern to move up to both sides, and click the surface pattern to select all faces. Right-click extrusion and finally fine-tune it with points, lines and surfaces, as shown in the following figure: 12. Create a new cube 5 and a new subdivision surface 6.

Put the cube 5 under the subdivision surface 6, then stretch it by extrusion and scaling to increase the thickness, and finally fine-tune it with points, lines and surfaces, as shown in the following figure 13. Create a new cube 6.

Move the cube 6 below the subdivision surface 6, adjust the size, and make palm fingers by extrusion. First, cut the palm fingers into four faces, then use chamfer to deselect the grip group, continue to use extrusion to create the finger joints selected by the fingers, press 14 inward with the right button, and click the head rotation copy to get rotation 2.

Click rotation 2, and the coordinates S.X, S.Y and S.Z all become 0.035; Rotate 90 degrees, move the rotation 2 to the contact of the arm and the upper body, click the cylinder of the leg and cylinder 1, and copy to get cylinder 2 and cylinder 3; Move to the joint of arm joint 15, create a new ground, and move below the model.

Create a new sky, right-click to create a new C4D- composite label, create a new material ball without checking the camera, name the sky only by checking the light, drag the HDR map we found into the texture, click the reflection of the white material ball, add a layer of GGX, and change the roughness to 8; In the layer color, the brightness is changed to 43; In the Fresnel layer, Fresnel is changed to conductor, preset is changed to aluminum, intensity is changed to 42, click on black ball reflection, add a layer of reflection (traditional), and roughness is changed to15; In the layer color, change the brightness to 27 and copy the white shader to get a new shader named chest texture. Check the bump channel, drag the finished map into the texture, and change the intensity to -27. Give the chest texture ball to the chest vest model and pants model, click the chest model layer, click the ball label to project it directly, and change the offset U to -23.8 and the offset V to-27.8; Change the length u to 149 and the length v to129; Change the tiling U to 0.67 1 and the tiling V to 0.772. Click the pants model layer and the material ball label to change the projection to a straight line, the offset U to -24.9 and the offset V to-40.6. Change the length u to 149 and the length v to129; Change the tile U to 0.67 1 and the tile V to 0.775 16. In rendering settings, global lighting and environmental absorption are added to the effect.

Click global lighting, and the preview will be changed to indoor-preview (small light source). After the rendering is completed, click the filter, check to activate the filter to raise the point on the right side of the first curve, and then check to use the filter "How to model a c4d robot? (C4D Robot Modeling Course) "The sharing of related content is over. Thank you for your patience. I hope I can help you ~ What are you waiting for? Let's all learn ~ Actually, learning C4D is a long and bumpy road, but finding the right platform and methods, continuous operation and tempering can better improve, so! Come and learn more C4D skills, and master and improve them quickly ~