Scifi blast door Outer frame 002 Outer Frame Part A | Cinema 4D Tutorial

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in this first lesson we're going to model the basic shape of the outer frame of the blast door first of all I want to go to my picture viewer and I want to load some renders that I did of the final version of my model and these images are called final oh one and final Oh - I'm going to switch the type of these images to still image let's go ahead and load the second image here I will be using these as a reference from time to time so I want to be able to quickly access them here in the picture viewer next what I want to do is add a reference image that we can use for modeling and I've prepared one so let's go to the front view and I want to go to options configure and over here on the back tab we can load an image into the background and this image I want to use is called rest outer frame KNG now because I want to model big I'm going to change the size of this image to 1600 by 800 here and I want to offset it on the y-axis so the outer frame sits on the floor let's go ahead and move this up to something like a 397 all of the reference images I've prepared have an alpha channel that we can use so let's go ahead and switch the Alpha mode to normal to get rid of the black background as you can see this outer frame is completely symmetrical which is good because we only need to model part of the object and we can then mirror this object over to the left and then we can grab everything and mirror it over from the front to the back I want to start modeling this outer frame by creating a simple outline using a spline and I would like to show you two possible ways of creating that simple outline so we're going to model two different versions of the same outline for the first version I'm going to use some of the new snapping features available in release 14 so you will need release 14 to be able to do that and for the second version I'm going to use a technique that can also be used in release 13 I want to start with the r14 version so let's go ahead and hit the P key on the keyboard which will bring up the snapping menu I'm going to undock this let's switch on snapping and we need to snap to vertices which is enabled by default we also need guide snap dynamic guide and perpendicular snap here I'm going to use a linear spline to create this outline so let's zoom in to the bottom of this reference image here and let's click the viewport to create the first point and now we can left-click again to create another point and make sure you see that dynamic guide this means that this point is lined up with the previous one and I'm just going to slide this over and use the y-axis to line it up with the edge over here now let's zoom in to the top corner here and create another point I want to create another point maybe over here and another one over here and now we need to create one more point and this last point needs to be lined up with this one on the y-axis and with this one down here on the x-axis so what I'm going to do is let's click in the viewport to create the point and I'm going to snap it to this point down here then I'm going to slide it up along the dynamic guide until I see this dynamic guide perpendiculars map and this means that this point lined up with this one and with this one and now we can just left click on the first one we create it down here to close the spline let's go ahead and switch off snapping and I'm using the rectangle selection tool to grab these points and adjust the position of these points if you have to but I think we're doing fine here close enough and that's the first version now let's make this spline invisible by switching it off here in the object manager if you hold down the Alt key you can switch these points both of these little dots here simultaneously now let's go ahead and create the second version for this second version we're not going to use snapping but we will need a linear spline again so let's go ahead and grab one and again I'm going to zoom in to the bottom of my reference image here and left-click to create the first point now in order to line the other points up I'm going to use a feature called quick extrude which I think was introduced in release 13 the way quick extrude works is you hold down the ctrl key left click and drag on the x-axis in this case to create a new point that is lined up with the previous one so I'm just going to slide this one over line it up with the edge over here then we can use quick extrude again hold down the ctrl key left click and drag on the y-axis to create a new point that is lined up with this one on the x-axis and now we can go ahead and move this point up to the top of the frame here and use quick extrude again to create another point we're going to move this one over to here and I'm going to use quick extrude again to create one more point here and let's use quick extrude one more time to create our last point so all of these points except for the last one and this one down here will be lined up and in order to close the spline what we need to do here is let's click on the first point down here and then let's click on the last point we created up here and usually you can close this one but just left clicking on the first point you created but when you use quick extrude that doesn't seem to work let me just zoom in to the bottom here sometimes when you left-click on this point down here if you don't click on it you know if you don't click exactly on the point what happens is that you create another point so in case that's what happened just select one of these points and delete it I'm going to use the rectangle selection tool now to grab both of these points we need to line these up and I'm going to eat T for scale and let's click on the x-axis and drag and then I'm holding down the shift key to scale in increments and I'm going to scale this down to zero now I can grab my move tool again by hitting e on the keyboard and I can adjust the position of these points okay so this is another way of creating this simple outline I'm going to delete this spline again and make my first spline visible again let's go ahead and grab the rectangle selection tool select this point next I want to create this curved corner here so let's right-click in the viewport and select chamfer zoom in a little closer and I can just left click and drag in the viewport until the shape of the spline matches up with what we have in our reference image here I'm going to wrap these 10 points here and just move them over to 0 on the x-axis now let's go ahead and select these two points what I want to do next is create a number of segments for this corner eventually this outer frame will be subdivided using hypernurbs and I want to be able to control how many segments I get for this corner here we don't want to use too many segments because we're going to use subdivision surfaces later on but on the other hand we can use too few segments either because we have quite a bit of geometry coming down from here and more geometry will be created by these circular details over here so the question is how many segments do we need at this point it really just boils down to taking a wild guess like I said I don't want to use too few segments because of the additional geometry we will have here but we can't use too few segments either so I've decided to go for 16 segments which will probably not be exactly what we need but we'll just have to improvise as we go along later so how do we get our 16 segments here well we can right click in the viewport and all the way at the bottom you see this subdivide option let's go ahead and click on this little icon here which will bring up the options window and because I want 16 segments I'm just going to type in 16 subdivisions here and hit OK right now this spline is a biggie spline with intermediate points set to adaptive and we have this angle here which basically defines the smoothness of the curve if we put this line in an extrude NURBS object now and convert it what happens is that because we have intermediate points set to adaptive we have this angle depending on these settings we will get more points in between these points and that is not what I want of course so what I'm going to do is right click in my viewport and set all of these points to hard interpolation now let's go ahead and create some geometry with the spline selected hold down the Alt key and create an extrude NURBS and by holding down the Alt key you will automatically make the spline a child of the extrude NURBS object let me switch to the perspective view here hit o on the keyboard to Center the object and I want to switch the display to the road shading lines you can find all of your display options here in the display menu of your viewport so right now this outer frame is a bit thin if we take a look at the reference images you can see this outer frame has quite a bit of depth and I thought maybe something like 200 centimeters would look okay so let's go ahead and enter 200 and we can always change that later on if we have to but now I think that's a good depth but of course since we're going to mirror this front half over to the back later on we only need half that depth so let's change that to 100 centimeters what I also want to do is get rid of this cap at the back because this is going to be our mirror plane where the object will be mirrored over from the front to the back so we don't want any geometry there let's select the extrude NURBS object and on the caps tab you can switch off the end cap here and now we can make this object editable and this will result in two separate objects and now we can select both of these objects right click in the object manager at select connect objects and delete and this will merge these two objects but if I switch to polygon mode and by the way if you're in one of these modes can use the Enter key to quickly toggle between them I'm going to grab the live selection tool and select this end going here at the front and if I move that along the z axis you can see the geometry is not connected so what we need to do is optimize the object and whenever you want to optimize an entire object you need to make sure that you either select everything or nothing because if you only select a couple of polygons here optimization will only be carried out on the selected polygons so let's go ahead and select all of the polygons here right click in the viewport and optimize is outside of the recording screen so let me just switch to point out here select all of the points and right click in my viewport and you can see optimized down here and in this case we can use the default settings if I bring up the options window here what you see here is the default settings for optimizing objects so let's just hit OK and this will reduce the number of points to 44 if I switch back to polygon mode and select this end on here again and move it along the z-axis you can see the geometry has been connected let's go ahead and select this polygon and deleted again this is our mirror plane where the object will be mirrored over from the left to the right so we don't want any geometry here and I also want to delete this polygon down here because if you take a look at the render sided we will have this dirting board around the blast door and the bottom of the outer frame will be hidden behind this skirting board so there's no point really in creating or keeping any geometry down here let's go back to the front view what I want to do next is create those beveled corners along the outside and along the inside of the outer frame so let's switch to edge mode here I'm going to 800 on my keyboard to Center the object on in my viewport and I'm going to use the loop selection tool and I want to switch off stop at boundary edges here to be able to select these edges let me zoom in a bit now we can right click and select bevel from the menu here now we can just left-click and drag let's make this an offset of maybe 12 centimeters and you can see that beveling these edges has created a lot of other geometry that I don't want right now so I'm going to switch off create angles for the bevel tool let's go back to the front view hit O to Center the object in the viewport and I'm going to use the loop selection again to select these edges here zoom in grab the bevel tool again left click and drag and let's make this and offset of approximately 10 centimeters you can see that deviling these edges has changed the look of the object of it we're getting this weird shading here and this is because cinema4d tries to smooth the geometry depending on the settings of your font tag so basically the shading is caused by the phone angle here which is too high so let's go ahead and reduce the phone angle to maybe 43 or something just to get rid of this shading and we may have to increase that phone angle again once we subdivide the object because if the phone angle is too low the object may look faceted when you put it in a hypernurbs object and that is the basic shape of the outer frame what I want to do now is add some control edges that will help hold the shape of this object when we subdivide it now before we add those control edges let's rename this object to outer frame and I want to delete the UV tag here and the selection tag which are both useless so with the outer frame selected hold down the Alt key and let's create a hypernurbs object okay this is not looking too good right now because we have this end going here and we don't have any control edges so let's go ahead and switch the hyperdrives off you can do that by switching it off here in the object manager a quicker way of doing it is using a shortcut which is the QP and this Q key works for most of the generators here so as long as you have the hypernurbs or its child selected so hitting the QP will toggle the hypernurbs on and off so let's go ahead and create some control edges there's one thing I'd like to mention when creating control edges I usually don't use the bevel tool and the reason that is because beveling often changes the basic shape of the object and that can lead to problems later on when you need to tweak the control edges or remove them chances are by doing that you also change the shape the basic shape of the object and now you don't want that to happen that can be difficult and time-consuming to fix depending on how complex your model is so I prefer to use edge cut or loop cuts or the knife tool basically anything except for the bevel tool in this case for the first control edge I'm going to use edge cut and first of all we need to select some edges so let's grab the ring selection and I want to select these three edges here let's zoom into this corner here right click and you can select edge cut from the menu here I want to switch off create entrance in this case and the way edge cut works if you want to use keyboard shortcuts is you left-click in your viewport and by default this will create one subdivision now if you keep holding down the left mouse button you can drag to the right to add subdivisions or you can drag to the left to reduce the number of subdivisions let's go ahead and create some subdivisions here now you can also hold down the shift key and if you drag now you can scale these edges or you could hold down the ctrl key and slide these edges into position and you can also do this using the attributes manager but I find it much more comfortable to be able to do that directly and interactively in the viewport here that's it control Z to go back a step and left-click again hold down the left mouse button drag to the left because I only want to create one subdivision and I'm going to hold down the ctrl key and slide this edge over to here something like this and I'm going to do the same thing down here so let's grab the ring selection tool to select all of these edges here and I'm going to switch to my edge cut tool left click in the viewport create one subdivision hold down the ctrl key and slide this over to the year now let's just say for the sake of argument that I want a specific distance between these two edges you can see in the coordinates manager right now they're spaced apart 3.08 centimeters let's say we want to make the distance between these edges 4 centimeters what we can do is use the loop selection tool to select this edge loop here and we can use the live selection hold down the shift key and select this edge at the front here let me switch to top view and I'm going to switch to the rotating lines here now if I scale these edges to get that distance you can see that both this edge loop and this edge are moved and I don't want to change the position of this edge here so what we can do is go to the modeling axis and move the z-axis all the way down to minus 100% so that it sits on this edge here and now if I scale only the edge loop is being moved and this edge here is the position of this edge here is not affected so now we can just enter for centimeters in the coordinates manager hit apply and we're getting the exact distance that we want without changing the shape of the object here and we can go ahead and do the same thing down here so let's just loop select let's loop select both of these edge loops here and hit T for scale again I have to change the size on the z axis to 4 centimeters hit OK and now we have two consistent edge loops down here and up here next I want to add some control edges on this angle here and we can't really use edge cut or the loop knife I'm going to use a slightly different technique to make this as easy you know to be able to create these edges as easily as possible so I'm going to switch to polygon mode here and I'm going to use the live selection tool right click in my viewport and select extrude inner and now we can just left-click and drag in the viewport let's also do an offset of 4 centimeters here so this is a nice and easy way of getting nice and even edge loops on more complicated surfaces like n-gons let's go ahead and switch to the front view and we need to get rid of some of the geometry that we've created so I'm going to switch to my rectangle selection tool here let's just reset the z-axis to 0 let's go to the options tab and I want to switch off oh.he select visible elements let's select this polygon at the front here and delete it and I'm going to switch the point node select these points hit T for scale let's tick and drag on the x-axis hold down the shift key scale them down to zero then I'm just going to move them to zero on the x-axis now we need to do the same thing down here so let's just go back to polygon mode and select this polygon down here delete it switch to point notes let these points ad for scale scaling down on the y-axis and move them to zero on the y-axis now let's go ahead and hit the Q key to switch on the height NURBS object to see how things look and it's a little bit messy but we're getting a first general impression of how these edges look and I think they're still waiting soft so we're going to have to add more control edges in between these two edges here and these two edges but right now I don't want to do that because having too much geometry will probably cause problems especially with those extrusions here and here so I'd rather wait and add those control Legislature what I do want to do though is the first which the hypernurbs back on this corner section here is still waiting round so I'm going to change the geometry here let's zoom into this corner hit K for the knife tool and I'm using the knife tool in line mode I want to switch off restrict to selection and visible only and then I'm going to let me just switch off the reference image for a second here and now I can snap the knife tool to this point here hold down the shift key to create a straight cut all the way up to here and I also want to create a cut from here all the way over to here and now we can use the rectangle selection tool grab these edges at the top and move them over a bit to tighten up this corner section and I'm going to select these edges on the side and move them up as well and now we can use the live selection tool select this edge and remove it by right clicking in the viewport and selecting dissolve from the menu let's go back to the perspective view and hit Q to switch the hypernurbs back on so we've tightened this corner up quite a bit and things are looking okay for now and this is the finished basic shape of the outer frame in the next lesson we're going to create more geometry split this object up into a number of more manageable sections and we're going to create the geometry we need to model all of the details into the geometry of this outer frame
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Channel: Wolf 4D
Views: 4,634
Rating: undefined out of 5
Keywords: modeling, C4D, SDS, scifi, hard surface modeling, tutorial, subdivision surfaces, Cinema 4D, cinema 4d tutorial, c4d tutorial, subdivision surface modeling
Id: MtUwN7Le-0w
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Length: 28min 46sec (1726 seconds)
Published: Sat Jul 08 2017
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