C4D software, with its powerful and convenient 3D rendering capability, has set off a bloody visual wave in the fields of graphic design and film and television post-production. In 2111, C4D exploded in the design circle, and many small partners began to learn and operate C4D software! Contact with C4D friends, if not systematically studied, it can be said that it is quite difficult to master the operation! And how to learn systematically? It's very simple. Choose the video course of C4D system, and follow the teacher from simple software function to actual case operation. If you are interested, you can learn about it ~
C4D robot model modeling tutorial: 1. First, open our C4d, file-New, press N-B to open the light and shadow coloring (line) cube, create a new sphere, change the segmentation to 36, press R to rotate 91 degrees to the left, and press C to turn it into an editable object to click and select circularly. Select the third circle on the left and right sides respectively, right-click to chamfer 1cm, then select the line in the middle of the front to chamfer 1cm, press the K-L key to enter the circular cutter, cut a line evenly between the second circle and the third circle line under the midline, then press the K-K key to enter the linear cutter, and cut out the eyes. Click the face mode as shown below, select all the cut faces, right-click to extrude -1.3, and then create a new black ball. Create a white material ball for the cut surface, and a new material ball for the sphere. It is named that the eyes only check the light, and the texture is changed to Fresnel. Click Fresnel picture, right click to reverse the node color bar, and the left color H is changed to 236, S to 83, and V to 78. Change the right color H to 178, S to 42, V to 1113, long press the brush to create a new formula, change Tmin to 7, Tmax to -8, sampling to 41, check cubic interpolation, change the point interpolation method to unity, change the number to 2, long press the subdivision surface, create a new rotation, put the formula under the rotation and click the rotation, and in the coordinates, change P.X to 6, P. S.X, S.Y and S.Z are all changed to 1.15; R.B is changed to 181 object, the subdivision number is changed to 19, the network subdivision is changed to 4, a new twist is created, the twist and rotation are grouped according to alt+g, and the coordinate P.X is changed to 6, P.Y to -24, and P.Z to 57; R.H is changed to -91, and the size is changed to 51, 76 and 51; Change the intensity to 92, click on the sphere and blank group, press alt+g to group, and name it as the head. 4. Create a new cube, change the dimensions XY to 111, Z to 61, and change the segments X and Y to 3 to become editable objects. Click on the face mode to delete the face into the vest style. 5. Create a new subdivision surface, and put the cube under the subdivision surface to fine-tune the points, lines and faces to the appropriate position, as shown in the figure below. Click on the face mode. Click a face, press alt+a to select all, right-click to squeeze, check Create Top Cap, add thickness 6, and create a new cube 1. I'm here to change all the dimensions XYZ to 145 to create a new subdivision surface 1, put the cube 1 below the subdivision surface 1, move the subdivision surface 1 to the inside of the vest, click the rotation of the head, copy, and get the rotation 1. Move the rotation 1 to subdivide the subdivision surface 1, and subdivide the subdivision surface 1, rotate 1, as shown in the following figure. Press alt+g to group, named upper body click upper body group, press R key P to rotate -13 degrees 7, and create a new cube 2. Here, I change the size XYZ to 111, the segment X to 3, Y to 4, Z to 2, and press C key to change to the editable object click surface mode, and the deleted surface is pants-shaped, as shown in the following figure 8. Create a new subdivision surface 2, and put the cube 2 under the subdivision surface to fine-tune points, lines and surfaces. Click subdivision surface 2 as shown below and copy to get subdivision surface 3. Click subdivision surface 2 to hide it, click face mode, click a face and press alt+a to select all, right-click to squeeze, check to create a cap, and add thickness. 9. Click subdivision surface 3 to display right-click to close polygon holes, and all empty places are closed. Click faces on both sides of crotch, right-click to squeeze and shrink, and then squeeze fine-tuning points, lines, faces and faces outward. Click subdivision surface 2 and subdivision surface 3 in the shape shown below, press alt+g to group them, name them as lower body 11, create a new cube 3, and create a new subdivision surface 4. Place the cube 3 below the subdivision surface 4 by means of points, lines, surfaces, extrusion and rotation, adjust the model as shown below, press the array to create a new symmetry, put the subdivision surface below the symmetry and press the cube for a long time, create a new cylinder, change the radius to 16, and change the height to 3 to copy. H is changed to 12, P is changed to -31, B is changed to 71. Move the cylinder 1 to the center 11 of the cylinder, create a new cube 4, create a new subdivision surface 5, put the cube 4 under the subdivision surface 5, press the ctrl key in the surface mode to elongate it, press the K-L key to circularly cut a knife on the side, then click the surface mode, delete the bottom surface, then click the midpoint on both sides to move up, click the surface mode to select all the surfaces, and finally fine-tune it with points, lines and surfaces. As shown in Figure 12 below, create a new cube 5, create a new subdivision surface 6, put the cube 5 under the subdivision surface 6, then stretch it by extrusion and scaling, add thickness, and finally fine-tune it with points, lines and surfaces, as shown in Figure 13 below. Create a new cube 6, move the cube 6 below the subdivision surface 6, adjust the size, make palm fingers by extrusion, cut out four faces, and then use chamfers to uncheck the holding group. Continue to use extrusion to create the finger to select the finger joint, right-click inward extrusion 14, click head rotation, copy to get rotation 2, click rotation 2, and the coordinates S.X, S.Y and S.Z are all changed to 1.135; Rotate 91 degrees, move and rotate 2 to the contact place between the arm and the upper body, click on the cylinder and cylinder 1 of the leg, and copy to get cylinder 2 and cylinder 3; Move to the joint of the arm joint 15. Create a new ground, move to the bottom of the model to create a new sky, right-click to create a new C4D- composite label, and create a new material ball without checking the camera. Name it sky and only check the glow. Drag the HDR map we have found into the texture, click on 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 the black ball reflection, add a layer of reflection (traditional), and the roughness is changed to 15; In the layer color, the brightness is changed to 27 to copy the white material ball, and a new material ball is obtained, which is named as the chest texture. Check the concave-convex channel, drag the finished map into the texture, and change the intensity to -27. Give the chest texture material ball to the chest vest model and pants model, click the chest model layer, click the material ball label to project it straight, change the offset U to -23.8 and change the offset V to-27.8; Change the length u to 149 and the length v to 129; Change the tile U to 1.671, the tile V to 1.772, click on the pants model layer, click on the material ball label, change the projection to straight, change the offset U to -24.9, and change the offset V to-41.6; Change the length u to 149 and the length v to 129; Tiling U is changed to 1.671, and tiling V is changed to 1.77516. In the rendering settings, the effect is added with global illumination and environmental absorption. Click global illumination, and the preview is changed to indoor-preview (small light source). After rendering, click filter, check activate filter to export the point on the right side of the first curve, and then check Use filter
. So, dear friends, how to model the C4D robot model today? So much for the content of C4D Robot Model Modeling Tutorial! Learning C4D, it is far from enough to rely solely on graphic courses, but also needs accurate and systematic video courses. If you find it difficult to learn C4D by yourself, then follow the teacher Yu Rabbit to learn by video! Click on the link: