Cinema 4D Tutorial - How to Model a Gummy Bear in Cinema 4D

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hey everybody its EJ from eyes on Comm today we're gonna be making a gummy bear and then we're gonna create some little gummy textures to apply to it so let's let's start off with doing a little bit of modeling first so when I model little characters if you follow some of the stuff I've been doing you know it's the one thing you got to get used to is box modeling so box modeling is usually how I start all of my characters so I always start out with a cube and what you want to do is go to the lines shading line so you can actually see what's going on here as you add segments here and you want to start out usually by four by four all depending on what you're making but for this little gummy bear dude I'll just do four for four and then what I'm gonna do is make this editable and instead of having to you know if I add an ear over here I'd have to add an ear on the left side as well I'm gonna get rid of that issue by going to point or polygon mode here I'm just going to delete half of my polygons I need to make sure I deselect this only select visible elements and I'm gonna delete all of those polygons on that side all right so what I'm gonna do instead is a little workflow booster is instead of having to do create ears and in features of on both sides I'm just gonna use a symmetry object and what that's going to do is just create the left side of my little gummy bear and so now I can work here and move stuff and it'll be mirrored on either side all right so the next thing I want to do is I need to round everything off so I can see how this is gonna be all smoothed out so I'm gonna put that symmetry underneath the subdivision surface and now I can really start working here so let's see let's let's first round out my object here want to get the face going here and and see that I have some points over here I need to get rid of those I can get rid of those by going to commands and you just select my cube go to commands optimize the milk that should get rid of all the actually get all these points and optimize and that should clean up all of our points there we go they're all gone though those were left over from the polygons I deleted but sometimes you need to do a little bit of maintenance there so let's go on this back side here and I'm using all four angles to make sure I have a nice round piece of geometry here for the little gummy bear head I'm gonna get this point in this point this point in this point and just kind of move this in you start to see a little bit around stuff going on you can see that everything getting mirrored there actually let's see I need to get this these points move them in we're getting a little bit of a round head you can start to see it Foreman just can I like sculpin it here you of these and shrink them you right now I'm just shaping and forming slowly but surely my teddy bear head cool so now we got a general a general feel for the head now we can start adding features like let's start with like an ear and let's actually make sure that the ear area is going to be kind of flat select do a loop selection here or that loop selection is really not working I just want to get this line or edge and just scale it up a teeny bit yeah you and all right so let's get our get our ear so I'm going to select both of these polygons and let's just maybe do let's just do an extrude extrude this out hey it's near look at that I'm just gonna scale this down and really what you could do you can either do that that way or so let me just go forward you notice that you know this really doesn't have some nice definition or it's just very smooth transition from the head to the ear if I wanted to tighten that and make more of a seam here I could have just done an inner extrude so I just hit em W and if I do an inner extrude here I get this nice sharp edge and then I can extrude it MT and extrude you can see I have more definition here I have a tighter curve due to adding that extra cut so all depends on like how you want to build or how much smoothness or how much sharp of a transition you want from the head to the ear and actually like that transition the sharper transition there so I'm just gonna let's open this up a little bit here and see week some things here if he remove these points here and here's my side view so I can always go in here and ring ears like that and I can go in here and if I want to create like the little inner ear I can do an extrude oops m/w inner extrude there we go there is the inter shirt then do an extrude and there's my little ear this is very this is very crude a very crude model but hey I'm not the master of modeling I don't claim to be but hopefully you gain a little bit of insight from me kind of Barton around here let's move this you're up we can even make it bigger if we want to and here we go can add a little bit more roundness to the side here grab these points yeah you making wanna keep everything nice and round here see how really having this the symmetry object is really helping so you only need to make edits on like one side sheep of and I can also line these back up again by selecting all the points in a row on the x-axis here and just going to Y and just straighten those out and I can do the same thing here so just line them up zero and out the Y so these are all nice and uniform if you get too crazy with it all right so let's uh let's mix we got the ears recruit ears and we can now make the snout so here's like where the eye will be yours well the snout will be so I'm just gonna do a couple extrudes I think so I'll do em Mt extrude and you're gonna notice that now he has like buck teeth come out of his face and this is because we have that symmetry and we have this extra edge here so to fix that we need to go in here and delete that edge and then I need to make sure the reason why the symmetry works is I have this tolerance set so it basically meld or welds points that are close to each other it melds them into one mesh so if I crank this tolerance up enough it's gonna snap and connect those points together but if you crank it up too high you can start to see that really get some funky stuff going on so you usually don't want to touch that too much but to fix that all I need to do is grab these points and make sure they're on just lined up to 0 on the X in that wall well that stuff together that's looking good then so do that out in the X and that'll make that a polygon flat this so we can have that snout be like that or we can extrude again that's actually zero out this and extrude again and again you're seeing that we have a sharper transition from the face this now I can do a loop selection actually let's just grab the edge here move this back and you can see that when I bring that edge back it sharpens this edge back here so you might want that and we'll shrink this down and see gotta move this point because again we're getting that weird issue happening do I have an extra edge here let's see Edge's back and he delete that edge again when i extrude it again that kind of caused that issue go in here barking that's my dog go in here and again want to zero out that X and there we go there's our little snout we can make this bigger and make says we want so you and sexually make the snow way bigger this is too small of a snow just get the both these make this bigger these points Thanks over there we go that's a much bigger so now he's gonna have a big mouth we go you looking good and gana can shrink this part to kind of round out is snout you can select these here you can see in the side I can shrink geez look actually shrink it's gonna create that gap so I need to be careful there so if I want to shrink that I can shrink on the Y and then the shrink on the X I got deselect those points and just move these over there we go mouths snap thing now we can do the eyeballs and where I could do it I could either just throw like I could be cheap about it and throw a sphere here and that could be a very easy eyeball but you know what let's let's try not to cheat let's actually give this a go and see if I can make an eyeball here there's where and I would be I'm going to an inner extrude and extrude and scale and let's see there's some that's an eyeball right so you can barely see it so let's actually move this out a little bit more give this down a little bit really crappy but hey there's there's the bear we can make those eyes even bigger if we want by selecting all this scale and stuff up you notice I'm scaling the back as well because I'm not paying attention very well but you always got to be careful when you're selecting stuff to really be careful at what you're selecting not selecting the backside of something too I do that all the time all the time okay so there's our eyes and let's actually make these ears a little bit bigger gummy bears have very big eyes right get my reference image there's my little reference I got well I just closed that window never mind there goes the reference image let's rotate this we can rotate this a little off to the side here you I just want to shrink at the top of the ear here so let's grab all icons towards the top and like that you I need to do is stuff in here because you can see right here you write here how we don't have a nice rounding at least before we didn't and smooth out this area so it's not such a sharp weird seam you can see over here especially on this side looks like a dent it doesn't look very good I just need to go in here and tweak some stuff so grab these two points just some smooth stuff out here a little better so what I need to do you you need to do is like make some cuts here you mm I don't think I want to do that let's see if I can round this out a better way modeling is like a puzzle it really is here see that some of my points are not lined up exactly on zero centimeters in the X so I need to make sure that or again I'm gonna have a gaping hole on my head there you go you rounding all this stuff out you you're a little bit too high bring them back down alright so there's the face there's my face of my bear and some smoothing out of some stuff to do you that's because of that I that I added that I added so let's just move all this stuff out you bear that's a bear and then what we can do let's let's add bitte got the eyes we got the nose with a little snout thing and you're cut a loop cut you see I got this now I don't have the nose though get this and I got this now and true to show off the symmetry go in here delete this extra polygon here boom leet that turn this back on and move these points over we have a more of a snout you yeah now we can move his eyes over here a little bit make sure everything's around and I did something wrong here I've deleted a paw remember how I said to keep track of your points cuz I just deleted something back here that's okay we can bridge that up like going to the bridge toward boom to close that right up like nothing happened I always make sure you're not deleting things in the back of your model no boy no you now we're just gonna make sure my above you and you can see that we have some gotta fix some things here so everything's nice and rounded out here you the snare up shrink it a little bit you more than part of this now and I don't want to do that is here and select that snout move the eye and make sure I'm not selecting anything I shouldn't be move all this move all this over okie-dokie you okay looking pretty berry right pretty berry let's go now I don't like the sharpness of how this sharp this little indent in the ear is so what I want to do is go in here I want to select the inner rooted part here because this yeah and I just want to shrink down you can see as I shrink that or moving back and forth it's kind of making this either smoother or sharper to see how sharp that is and I don't like that I want to smooth that out a little bit so there we go little smoother move the bottom of this down if I want to Oh you so here's the let's just do the gummy head considering how long it took me to make this really dumb looking head it's really not look good at all so let's do let's add like a gummy texture actually you know this I'm just gonna stop recording this thing looks like crap this was bad I'm sorry guys I wanted to make a gummy bear to texture it with a gummy material but this is not looking good at all I had way too much faith in my modeling skills it's so bad I just need to make a I need a makeup poop emoji this is what this is all right well I'm not I'm not I'm not recording this anymore but hey yeah it's a yeah it's a bear I'll keep going though but I think I'm just gonna do a separate tutorial with the texturing of the gummy things bad Oh bad maybe I could uh for the texturing I could just do like a a gummy lifesaver and be like yeah and there's my there's my gummy lightsaber it's it's Taurus so alright I will finish modeling this disaster bad all right so really what I did I started out way to look way too much geometry here usually I start with a less dense less dense cube through that I can barely model that's terrible so let's make the body here so we'll select all this stuff dude all the way down and again we need to go in here delete these newly created polygons and again make sure all of our part of all of our polygons or points are lined up along 0 centimeters X so I need to scale everything down need to make sure that everything scaled down zero and then make sure it's zero position and now I can turn back on the symmetry and there should be no more gaps cool looking good and gonna zero out the stuff and the why cuz what I need to do I was extrude a little bit more here even this wrong I'm just making the body right now more you know that that and now just got to make sure I go in and delete those all icons again mmm like them all and delete down just to round out bottom here and again need to make sure all this all these points are again aligned on the X and there we go so turn back on the symmetry and here's the gummy I'm just gonna I just need to make this look good and then then I'll do a recording for the actual gummy thing all right well hopefully yeah these techniques I'm using I know so little but hopefully this is kind of helpful even though I feel like this is not I'm not the best person to be teaching modeling concepts let me let me axe gummybear there we go gummybear reference back I wanted to do something just like this like this I like this style yummy mmm I'm just gonna Oh gummy bear lamps oh snap I want one of them whoops I lost I'm just gonna do this you the heck oh it was close close close yeah you you there's the gummy I'm just gonna over here for me you guys don't need to see it and he really doesn't really don't have a neck you my modeling is terrible my modeling skill deserves no credit not at all I need credit taken away thank you moving anything in the back they're moving this and this we do not model sighs correctly at all a little gummy bear here this little coming baby they have little tiny QTE eyes which I think want to do instead the position of these eyes are just I deal the yeah so so like I screwed this up from the get-go due to the fact that my polygons just aren't in the right direction or in the right space that I need them to be you now I screwed up the roundness of guys to fix that you and I'm screwing stuff up back here dang it look at all this crap look at all this Bay fix it zero out the X and then just boom there we go now everything's aligned again you can see when I select when you think yours just selecting one point you're also selecting stuff all over the place here so you really got to be careful when you select stuff that you're really only selecting that one point so you gotta utilize all your views here you really do but you can even see new doors new things out so so you know Oh terrible we're not terrible we're not too far off not too bad this is totally not how you should like I totally screwed up the base mesh but we're not too far off so let's just do let's do some more cleaning up here and you some more cleaning up we can get this look in half way respectable you know sometimes you need to half-ass it first before you can get to the full assing it you know and right now i'm half-assing it just need to get the other half of the ass the dirt the dirt you can see that my ears are kind of flapping back so I need to go here you aluminate tricks yeah you need to you need to drop some modeling skills on me and some tips cuz you're the guy who knows you made an awesome French horn you're the you're the master here so configured of you configure the view to show selected Poli points edges in the hood how do you can you can you explain that a little bit more about how you configure the view dish just like Natalia points edges in the hood you I need to go in here again and you you okay I'm just looking at my reference over here this part of his heads kind of stick it up too much and just straighten all this stuff out for configure you mean like view settings you filter sure selected you like to paly sick boxes I don't see that you oh this No I'll Vista I got you so now when I'm so and stuff be like oh I got way too much this is what you're talking about at one point but if I select way too many I know exactly how many I got is useful just wants like that one point good all right and for this I got three points selected which is what I want you okay bears coming along his eyes down a little bit though I think oh okay all right you Oh look I have way too many polygons selected I had these ones I was moving them do we you the you it'll get to the arms q kyookie you go back and forth between enabling the subdivision surface like Jake Jake from render form all right so so we got let me bring out my little reference here so we basically his arms are just like little bulges to the side same with his feet so buhbuh buhbuh select like these points here extrude if I can do that so let's try that let's select jeez actually just that these points or polygons make sure we only have the three right get this one back here and we will just them out in scale than what we can do is just kind of push and pull points around and make sure that the arm is thicker towards the base like where his shoulder is so we can just easily go in here and these points I need to move a little bit closer as the the arm kind of tapers into the body move this up make this bigger look I selected this these one selected go up this down you can see that that kind of so me a lot of modeling is just understanding where to extrude where to put points how to basically get the kind of smooth mesh that you want by using the subdivision surface and and you know knowing what this needs to look like to get the right kind of smoothness on your object so now this parts is nice and smoothed out like I want it to be now we can start making this part of the arm thicker scale all those scale this up you extra point here and you deselect scale these up really I want to go in here more of a curve you or is this part we can make this a little sharper thus in a little again looking at my Finn's here fazt you're pretty fat and even meets up with the neck here so I need to do that cuz right now it's not really meeting up with the neck whoops move these points up more these up jeez you even make his uh make the these polities points here you Eleni de this in you just kind of check in the roundness of everything here you this is my intense modeling face so intense hard guys Long's hard it's not like their I mean you you know the once you know the basics of like I just feel like it takes a lot of repetition to to get a feel for process because every modeling projects going to be so different and takes some other differently it's like I said as a puzzle every modeling thing has its own puzzle you need to like figure out how to tackle it you so one thing I notice got this little neck you got the little neck line here so to get that what I can do is make a loop cut great about here restrict the selection I don't want to do that and just go like that let the do loop selection of that same cut and I can select it too much here I need to deselect these guys I got the there we go and so not only need to do is scale this in that little edge in there you'll notice that I'm having a little bit of issue right here with the symmetry so that's again that's because I need to straighten everything out make sure everything's on that zero x-axis and because adding that new cut I then tightened that part of the mesh and I have that nice crease like neck crease this down this part down for the the snout here I need to move this down because I need more definition I need more of that crease for the snow because I was kind of losing that a little bit you you would get more definition this in moving this up you you'll see as the points get further away the smoother it gets but the closer these points are the more of a crease you have and let's see something's going on back here see what's going on so checking all these points let's turn off okay so this was the issue I had a point that was negative and a value other than zero just hit zero and that should fix that little issue there cool we are good there yet making more round you hey Paul yep my really crappy modeling job gummybear you bet guys I'm trying to have asthma a gummy bear here I make it not look so crappy and look at here's my reference working on the arms right now almost done with these arms go back in here oops you you again I keep selecting to you just making a little bit more of a bulge or the arm I'm just kind of moving these points individual points out you hmm you that look looks a little too fat oh it looks a little fat I need to round it out a little bit let's continue pushing and pulling yeah sculpting Petri ass how about a sculpting way you're probably sculpting would be better to like get the face features and stuff like that definitely that would be a good good method you that's looking better I've been pretty good so uh the one thing I do notice is that this is too smooth right here so again I want to make to get a sharper edge and want to move points together like move these points closer together that I have more of a sharper crease here I'm trying to do here so you can see a little bit more definition there especially if I move this point up we get a nice tighter mesh more definition you that's too pointy so a little bit too pointy you okay so there's that and there's our reference looking pretty close pretty close one this nice tight that Ridge or that crease right there so I can work on getting that in there by moving this down a little bit these points up a little bit more of a creek you sweet Petri have a good night man thanks for dropping by there's the arms you you know before I do anything else I've been working on this this whole time and didn't save it once that's that's bad that's bad don't do that okay so say the arms are good let's snow a little bigger wider you okay so let's get last thing is dang legs is dang legs in there is your smaller whoa whoa you need some like smooth jazz something playing in the background I should have set up some stuff he said what some good modeling music classical music oh something needs some kind of music here you you reggae don't worry bad thing even though I suck at modeling everything's gonna be alright sweet red shark Russ good seeing you man thanks for watching yeah the this will be this this part will be archived I'm not posting this anywhere I don't want anyone to see that this will be archived on Twitch maybe I'll maybe I'll post the archive of this on my youtube channel I don't know we'll see but when I the texturing part I'll definitely I will definitely post because that doesn't involve me failing miserably at modeling so now for the legs I just screwed something up I screwed something up in the back there yep Oh there yeah you and remove these up and be legs so I'll do the same thing I did for the arms where it looks like it's just looking an extrude look screw this out eggs already actually let's do that again all smooth out this part I'm just gonna move some of these points up you can't see the points but if I hit Q and turn off the subdivision surface you can see it's deactivated just toggling the Q the ol Q key that's that kind of helps you see where all your points are just gonna like move some stuff around here so this is a nicer way to do this you don't get the subdivision surface in the way and then kind of back on say okay we'll need to move these over these points up definitely more smoothing Oh you can see how like every so all over the place what you really want to have is a nice smooth flow you don't want like a point all the way out here like you want to make sure that if you drew a line you can draw a nice smooth curve you don't want to be like whoa or anything like that because you want to have like a smooth mesh flow going on Oh you see what this looks like point up Q and there's our love different surface activated again getting there getting there are getting there hmm I noticed is his head that looks pretty squished though what I'm gonna do this up ten crease back in there so I would just all this this this is kind of my point with the mesh flow you want a smooth curve going on you don't want something like unless you want cheeks or something like that like you okay so we go cool you cool there's that nice neck crease nice nice nice neck crease this up and then really we're getting pretty close get in pretty close I'm feeling a little bit better about this guy that I was previously again if would have started out differently I mean and and this is good for me too because you know when you work on stuff you figure out what works and what doesn't and always helpful so so again if you want this to give this little guy like a little belly kind of like move these points out a little bit and you know chubby the jury chubby gummy bear you see we got this nice belly going on it's nice probably back here move this stuff in without this side you so again looking at my reference getting close need this more rounded so I'm gonna work on kind of rounding that out this up this up you around everything are already you Oh here nice okay so uh-huh I think that think that's okay I think that's okay just okay it looks like a beer to me and hey that's all you can really ask for we just move all this stuff up a little bit a flat-bottomed man you get a wicked case of Wacom claw hand doing selecting points and crap for Hovind casting for almost a couple hours moving points man that hurts it's like weight painting oh wait paintings terrible got the same kind of thing what do you think that looks like a bear looks okay bad it's not bad I feel way better now but this would have made a terrible tutorial Oh move is it up like this this would be like a special YouTube thing where you can watch it at three times five times the speed or something like that six this year Bergin me and using queue to turn off the surface so I can see what's going on here so you know without that on you really wouldn't know what what's happening here but when you turn off subdivisions serve you can see oh well that points like down like that so that's why it looks kind of weird start fixing stuff and making sure more square ever you and probably get move it's this eye stuff making this more square you accidentally select this point back here yep zero out the X I should be backing spot talk about like smooth mesh flow you can see how a smoother mesh flow should go like this I'm just gonna move that point down now I've visualized the kind of Arc
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Channel: eyedesyn
Views: 33,419
Rating: 4.96 out of 5
Keywords: Motion Graphics, Design, Animation, Media, Graphics (Field Of Study), Cinema 4d, 3D Modeling (Profession), 2D Animation, Mograph, Tutorials, eyedesyn, c4d tut, cinema 4d tutorial, c4d tutorial, c4d, cinema 4d, maxon, cinema4d, ej, mograph, motion graphics, focus, gummy bear, gummy, gel, jelly, gel texture, modeling, 3d modeling, cinema 4d modeling, modeling in cinema 4d, cinema 4d modeling tutorial, 3d modeling tutorial
Id: iEx5tjzl31k
Channel Id: undefined
Length: 72min 0sec (4320 seconds)
Published: Thu Apr 07 2016
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