Post pobrano z: How to Model a Low Poly Wolf in Cinema 4D: Part 1
Follow this tutorial step-by-step to create a low poly wolf model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly.
Some of the skills you’ll learn in this tutorial include creating basic 3D modelling, importing reference images, adding lighting to the scene and basic rendering techniques.
In this, the first part of the two-part tutorial, I’ll show you how to:
- How to Import Reference Images
- How to Prepare for Modelling
- How to Model the Wolf Body
- How to Model the Wolf Head
1. How to Import Reference Images
Open Follow this tutorial step-by-step to create a low poly wolf model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. and use the middle mouse button to click anywhere on the viewport. This will display all four views. From there, use the middle mouse button to select the Right view.
In the Attributes tab select Mode > View Settings.
In Viewport [Right] select the Back button and click on the button next to Image.
Select your reference image from the finder and open it. In this tutorial we will use the side profile of a wolf to help us.
2. How to Prepare for Modelling
Increase the transparency of your reference image by entering a percentage or using the bar next to the transparency option. For this tutorial we have set the percentage to 70%.
To create the model of our wolf we need to create a Loft. Select Subdivision Surface > Loft.
Delete the Phong Tag from your Loft. This will remove any smoothing from your model and will ensure that it maintains the Low Poly look.
Select Pen > n-Side. This will create the polygons that we will use to model the Low Poly Wolf.
Move the n-Side below the Loft. This will enable the option to edit the polygon.
Use the Move Tool to position the n-Side so that it is in line with the left side of the wolf in your reference image.
3. How to Model the Wolf Body
Make sure that you have n-Side selected on your side panel.
Use the Move Tool and hold the Control button on your keyboard then hover over the arrow. The mouse pointer should change to indicate that you can duplicate the polygons. From there, simply click and drag to create polygons for your wolf.
Use the Scale Tool to scale the shape of your polygon down or up so that it matches your reference image as it reaches specific points in the body. For example, scale the polygon down as your reach the start of the hip as shown in the image below.
Use the Rotate Tool to change the direction of your polygon so that it follows the shape of the wolfs body according to the reference image.
Continue to use a combination of the Move Tool, Rotate Tool and the Scale Tool, until you have completely mapped out the body of your wolf.
Return to perspective mode by using the middle mouse button and selecting the perspective view.
Make sure that Loft is selected. This will enable new options in the bottom right corner.
Tick the box for Linear Interpolation. Now adjust the three top options (Mesh Subdivision U, Mesh Subdivision V and Isoparm Subdivision U) in order to create a low poly look that is to your liking.
Repeat the steps above to create other parts of the body like the tail.
4. How to Model the Wolf Head
Repeat the steps above, using a combination of the Move Tool, Rotate Tool and the Scale Tool, to create the head of the wolf.
Create a Pyramid by selecting Cube > Pyramid. This will be used to create the ears of the wolf.
Use the Scale Tool to scale down your pyramid to a size which is suitable for the wolf’s ear.
Use the Move Tool and the Rotation Tool to place the pyramid on top of the Wolf’s head.
Return to Perspective View (using the middle mouse button) and move the pyramid to the correct part of the Wolf’s head. You can use the Move Tool and the Rotation Tool to do this. Make sure that the base of your pyramid is embedded inside the Wolf’s head.
Once you are happy with the position of the ear, click the Make Editable button on the top left corner of the viewport (make sure that the pyramid is selected).
Click on the Points button. This will enable you to edit and move the vertices of an object you have selected (in this case the Pyramid).
Select the top point of the Pyramid and use the Move Tool, to extend the height of the ear.
Click on the Polygons button. This will enable you to edit and move the polygons of an object you have selected (in this case the Pyramid).
Use the Move Tool and push the front face back so that the ear appears thinner. You can also use the Rotation Tool to rotate and edit the shape of the ear. Once you finished editing the ear make sure you select Model Mode again (located below the Make Editable button).
Make sure that you have the Pyramid selected. At the top of the screen, hover over the Array button and click and hold to expand the menu. Select the Symmetry button. Then move the Pyramid inside Symmetry.
Use the Move Tool to make sure the ears appear in the correct place.
In the second part of the the tutorial series, I’ll show you how to:
- How to Model the Neck
- How to Model the Legs
- How to Model the Paws
- How to Prepare for Rendering
- How to Create a Background
- How to Add Lighting and Render the Scene