Modelling Essentials for Cinema 4D - Window

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this video is going to look at making an object like this so this is a window with a window frame and panels that create this extra detail with the wooden frame around the glass and it's quite a simple one to do the first thing we're going to do is go into our front view and we'll start off here I'm going to turn on snapping and I'm gonna hold down and make sure that grid snapping is on which it is and I'm gonna use the grid as a bit of a guide as I model and I've just zoomed in a little until I can see another division-level each of these squares on my grid is now divided into ten so the first thing I'm going to do is take a linear spline and I'm going to start on the X z axis here just to the left and I'm going to go 10 units over to the left there and I'm gonna go up there so that's four of the larger squares across the other side and back down to the bottom there now I'm not going to close this blind off so over in the attributes manager have the close spline which will form another segment of this blowing from there to the start point like so now I don't want to do that because this particular spline is going to form the kind of archway the stone arch and to do that is very simple I'm going to take the two top points right click and then choose chamfer and I'm just going to increase that all the way up until it joins and I get perfect semicircle across the top there like so I'm going to zoom in a bit just until I can get a bit closer so I can see Andre more clearly and I'm going to get another linear spline and this is going to be the profile so I'm just going to add a few points here I'm going to bring this one out just a touch now the detail you you add to your models here completely up to you I'm just kind of arbitrarily adding some points here for what I think might look quite nice and I'm reasonably happy with that let's close this blind because I want this to be a complete kind of spline all-in-one and I'm just going to adjust a few of these points just a little like so and now I'm going to grab all of the points except that back one that doesn't need to be rounded at all and I'm gonna go back to my channel 4 tool click and drag and I'm just choosing how I want this to look on this to be fairly rounded I want this to have a slightly old warm look so no sharp points okay so I'm happy with that now if we go into our perspective view let's add a sweep NURBS to the scene let's just rename these so that last one we drew that's the profile so I'm just going to rename that to profile and the first one is the path so let's rename that to path and the profile always goes above the path in a sweep NURBS like so now you can see it's facing down the wrong direction in the z-axis now we're just going to rotate that around so in object mode with the suite NURBS let's just rotate that 180 degrees and now we have the detail where we want it I'll just zoom in a bit closer to the top of the archway here so you can see the detail we've got so that's all looking nice okay so the next thing to do is let's just close down the hierarchy there and rename this to stone arch just to keep things neat drop that selection and next back into the front of you eh just to bring everything up in my viewport there I'm gonna add a disk and I add this in the z-axis and there's going to lift this up to that point there and this is where the grid snapping has turned it to so I'm just gonna increase the size now as well until it's very slightly larger than the innermost edge of our arch like so that's fine now I am just going to increase that number just a 132 centimeters just because I like working in round numbers and I'm going to decrease the disk segments so I've added three disk segments there press the C key to make that back into the front view with our rectangular marquee well we want to be in point mode for this so enter point mode delete those points now into edge mode so we know we've got one two three of our major grid squares there so we'll have maybe six panes so hold down ctrl and a click and drag six times with equal amounts to create our six panes downwards and we now have six pains across as well so that's a good start now what we need to do is we need to make these into an actual wooden frame with depth and thickness of the actual bars so what we're gonna do is we're gonna rename this disc to window pane now we'll control click and drag it we'll call this one window frame it's at a plane we can actually hide out the way for now I'll just hide that from both the render and the editor just so it's out of the way and we'll work with the window frame itself so I'm going to polygon mode and I'm just gonna use my normal life selection and I'm going to select all of the square parts of the panes here let's just zoom in so you can see them all clearly and I'm going to use the extrude inner tool now you might find that preserve groups is turned on here you need to uncheck that because if you don't this will do one big extrusion inwards like so which we really don't want so I'm just going to undo that uncheck preserve groups and now all of these polygons will be their own little extrusion okay so I'm going to take them in say three centimeters exciter now I'm just in the viewport I'm gonna drop the tool but hitting the spacebar and hit delete to delete those polygons now we can concentrate on this top section so I'm going to do something similar here but I'm going to do this in sections so that we don't cause ourselves any headaches I'm going to take all of those polygons there I'm going to delete those because I want this kind of central arch which is quite nice I'm now going to take let's go for those three and those three there or six polygons and these will be their own extrusions so I'm using the same tool inner extrude with preserve groups now checked because we won't used to be kind of to individual groups so we're going to go 2.5 centimeters are know as 3 centimeters just to keep the thickness the same as the rest of the frames like so delete those polygons now I'm going to take the next six polygons like so do the same again so extrude it and we'll just make that 3 delete now here we have to do it slightly differently because these are joined and if I try and do them all together it will just be one extrusion inwards which I really don't want so a space bar which will go back between the last two use tools so live selection and extrude inner we want the extruder in anyway so that's good drag to the left type in 3 just so it's a nice regular amount same as all the others and drop that tool back into our live selection back into extrude or in extrude type in 3 delete and there we have it now let's just back out a bit and so I can show you what we've got so we have here just some flat polygons but we need to give this a bit of depth so I'm just going to select all by using command a in polygon mode and we're going to extrude these now one thing to bear in mind is the normal direction and if you see you can see these little lines and that that's indicating the direction of the face so the face is even though we can see them from here are actually facing away for as you can see there so you've got this kind of blue color on the reverse side whereas they're just the normal grade there now you can either flip those normals or you can extrude kind of backwards this way and I'm just going to kind of flip those over and to do that you just need to like you can't see it there let me just see if I can get this menu up okay so yeah reverse normals is just right clicking with them selected and you can see they're now facing the right way so now we need to hit D for the extrude tool and I'm just going to drag these forward and I'm gonna go forward probably about 8 centimeters so it's type in 8 now before you go any further just flip around to the back and you'll see that this is now making a hollow shape that might be fine if you don't need that detail because you're only going to be seeing this from this one side that's fine you can carry on and but personally I prefer to make caps so go into your attributes manager and click on the create caps so this is now a nice solid mesh and we have a solid frame so I'm going to drop the selection and the tool just back off a little bit so you can see what we've got and at this point I think it's probably best to go in and add any details you want so I think we might get a bit closer and we want to catch some highlights so in edge mode hit ul I'm just going to select some edges edge loops around each kind of pane of glass and I'm just gonna add a small bevel and I'm doing this just so that will catch the light a bit clearer then we'll easily and just give us some nice kind of specular highlights so I'm just going to select each of these panes in turn make sure you get the front ones and not the back ones but if you select a back one you can hit ctrl and click that selection and it will deselect it for you without you having to start again you should get a nice highlighters you're doing these anyway so you know you're getting the right ones like that you might find it's actually easier if you just zoom in a bit each loop in turn now you can sometimes get away with going into the side view and selecting right the way through but I can't do that in this case because I'll have for all these extra points and edges here being selected rich we don't want to bevel they only want to bevel it inside edge of each pane so just be careful about doing that and if you do decide to do it because you want to bevel everything then you can just use the marquee selection or the rectangular selection and in the attributes managers to turn off select I'll show you I mean you could turn off only select visible elements which is quite a useful little tool to use because that will let you select from right the way through the object whether you can see it or not we're not gonna do that for this okay so I've got all of those edges now selected and I've just backed out so you can see that and all I'm going to do is I'm going to right click and go down to bevel and just choose an area that gives you kind of a an overall view of the shapes so I can see all of this arch and I can see the inside of the frames themselves as well so click and drag to the right if you think you're only going to get to a certain distance from this you probably do just one bevel which will then give you two new edges around the position of the previous edge but if you think you're getting a bit get a bit closer you can just click and drag to the right again and add yourself some new loops I personally don't think that's necessary for this example I think this will be fine now one thing to bear in mind is that the thickness of our wood here was three centimeters for each panel so this is six centimeters across but we need to shrink this down a bit because our arch is intersecting just a bit too much so let's go back into object mode and I'm going to go into my front view and just zoom in until I can see the edges of everything including the arch I'm gonna hit T key for scale and just bring the scale in just until we've got a little bit of intersection here but not too much just enough to get us going now you could if you wanted to add a little extra layer of detail and add a level of frame between the individual panes frames and the stone frame in fact let's go ahead and do that which means we can also reduce the size of this just a bit more this is really easy to do the next stage because we've already got pretty much most of the parts available to us so if we go back into our stone arch we can control click and drag the whole stone arch but delete the profile and we'll call this frame arch and we'll add a rectangle the our profile decrease the size of it and we want it to be kind of deeper in the z-axis but not so deep in the x-axis which will give us a bit of a thickness for our frame and you can see there where that's working out quite nicely for us now we just need to make sure that this goes into the right position so probably do this in the front view or more wondering is I'm just going to line this up so that intersection carries on the way we thought it would and do the same with the top here as well zoom in make sure that's fine that's a little bit too tall at the moment just drag that down and I'm gonna turn off grid snapping just so that doesn't confuse matters for me I'm also going to increase the height because I don't think that was quite right that's probably a bit better all right zoom in have a look there we go so that's what we want might just widen it just tiny a little bit more like so okay that's good right so we can close down those two again and here we go pretty much done we could if we wanted just neaten up the bottom there although that'd probably be all hidden let's just take our path into point mode and if we use our life selection just select the bottom points there and raise them up I'm going to take a cube and I'm just going to use all four viewports here just to resize this into kind of a ledge to go across the bottom now I can go into perspective view just zoom in a little and I'm just going to drop that so it's very slightly just resting underneath the wooden frame there now I don't want this to have the same profile cuz they generally don't looking the research that I did so what I want to do though is just add a little bit of H to this so I'm gonna add a fill it doesn't need to be anywhere near as big as that and it probably doesn't need five divisions I'm gonna stick with three and I think I'll probably drop that down to four centimeters I'm also gonna add some segments just for and maybe one or two in the z-axis as well and hit C to make this editable and they're going to point load and I'm just going to take my magnet tool and this just lets me add just a level of detail just to kind of soften this as though people might have sat on it at some point among at a radius of memory it'll drop that down to about 25 is probably about right and I'm just going to soften this up just a bit like so okay so that's our ledge done has renamed that to ledge and in my previous example I had you know some extra levels of detail here he could do a Sun or any kind of kind of stained glass in there I had a circle indented and all I did for that was added a tube to the scene which was in the z-axis and just back into my object mode he's gonna lift that up till it's sitting in the right color position and all I did is I just made it the same kind of thickness is my frame and for Jesus size like so I had different amount of partitions in my arched window but all ideas I just rested it there if you wanted to do that here you could do quite easily it's just alter the view around to the side all you need to do is take that tube give it some height same height as our frame I might just adjust that inner radius as well like so you can even give it the same kind of bevel you have there which is about half a centimeter bevel if you wanted to now what you could do is to make this sit in without this bar going through the middle of it you could go to your window frame which is a polygon object and you can go into polygon mode you could hit K for the knife tool go into the loop mode and you could just loop cut around there twice drop that selection take a rectangular selection and use that only select visible elements and make sure that unchecked and just kill off the polygons you don't want and then all you would need to do is just line it up like so just make sure it's covering any holes back up and there you go that's how you make a window all you need to do then is add your materials to it bring back your windowpane in fact just so I can show you what would happen there though this isn't really a materials video I'm just going to turn on transparency drop that onto my windowpane just so you can see all you would need to do is make sure it sits at the right position in the z-axis probably so that there's a bit of framework behind as well so in object mode I'm just going to select my panes zoom in so you can see everything clearly and just bring it forward just a little bit okay there you are so all you would need to do now is drop that into your scene if you have a wall built you could either add something reflective to the material so that you're actually seeing what's outside the window if you're looking from the outside just as a reflection or you could just take that same arch which would be our path take a wall object it doesn't really matter what your wall might be but let's just make a quick wall just so I can show you how I would do it so we've got a wall there a bit of thickness to it I'm just gonna hit C to make that editable so let's call this wall I'm going to take all of the elements of my window except the duplicated path and then hold down option G and call this window all I need to do now is take this path add that into an extrude NURBS so hold down option with the path selected and that makes it a child of the extrude NURBS so let's just make sure that the extrude NURBS is deep enough for us to be able to make an incision right the way through that wall and we also need to make sure it's got caps turned on because this is a an archway and we didn't connect the bottom that's why it's not working so if you see caps turned on but you're not seeing an actual cap in your viewport that's what it will be so go back to the path which should still be the spline that we copied across from the other versions and check on closed spline and there we go okay so now select the extrude NURBS it's Sikhi tomatoe editable open up the hierarchy that that creates select all of the elements of it right-click and then choose connect and delete that makes this into one object now it's worth going to point mode and just going to right-click optimize and that makes sure that everything is all kind of welded together so let's call this hole drop that underneath our wall for now and we want to add a ball to the seam take both those elements drop them into the ball and there you go we now have a hole in our wall so our window sits perfectly in it because we used the same spline that we use to create the arch we know that that's gonna be a good fit you could go in if you wanted to and you can make that just a bit bigger if you decide to adjust anything you could give yourself just a bit of room to maneuver like so and then you can rename the ball to wool personally I don't like seeing all these extra edges so I like to go down to create single object and hide the new edges and that gives you that nice solid looking wall without any distractions of points and edges that you're not going to use and yeah that's it they are all done and ready to go
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Channel: John Dickinson
Views: 8,483
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Id: Q6U-upfQGyI
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Length: 23min 50sec (1430 seconds)
Published: Wed Jun 03 2020
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