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Quick C4D Sprite Soda Modeling Tutorial: 1. First open the C4D software, 2. Create a new cylinder to draw the bottle cap body, adjust its size and position, and rotate the segment -54. 3. Press the C key to convert to an editable polygon and select a point mode, select the cylinder, right-click - Optimize, select the upper bottom surface, press the MW key to squeeze a little inward, and translate this surface upward. 4. Press the KL key to make a circular cutting, switch to line mode, use the frame selection tool to select a circle of vertical lines above the circular cutting, and press the MS key to create a chamfering tool. 5. Switch to surface mode, press the B key, and drag the mouse to the left to squeeze the circle of lines, so that the bottle cap is completed. 6. Create a new cylinder and draw the bottom part of the bottle cap, adjust its size and position, and press Alt G to group - bottle cap. 7. Add an L-board reflector in the content browser, adjust its size, switch to the right view, and adjust its position below the bottle. 8.Alt G to group the overall bottle model - Sprite, add a physical sky, add three more PBR lights, select the lights in the file, right-click - CINEMA4D label - target, target object - Sprite. 9. Switch to the top view, set the camera to perspective view, adjust the position and size of the light, add one light to the left, right, and top, and press the Ctrl key to copy directly. 10. Click Rendering Settings, select ProRender renderer, the default parameters are enough, click Render, check the effect, the light is too strong. 11. Select three lights in the file, reduce the intensity to -40, select the physical sky, and set the intensity to -70. 12. Create a new PBR material, double-click the PBR shader, expand the material editor, and adjust its parameters, as shown in the figure. 13. Give the PBR material ball to the bottle cap part, click Render to view the effect. 14. The material of the bottle body is a translucent material. Create a new material ball, expand the material editor, adjust its parameters, as shown in the figure, and then give the material ball to the bottle body. 15. Create a new shader, expand the material editor, adjust its parameters, as shown in the figure, and then add the shader to the label section. 16.Alt G to group the lights and physical sky - Lights, select the Sprite model, click on the instance, copy a model, adjust its position and angle, click Render to view the effect. 17. Double-click the bottle body mass ball, expand the material editor, increase the green saturation, click Rendering Settings, adjust the bottle body size, and click the rendering image viewer to view the effect. 18. Bring the three lights closer and slightly larger, and then stretch the upper light longer. The lights on both sides are vertical to the ground. The light intensity is -34, the intensity of the physical sky is -50, and the color limit is -50 to create a spot effect. Click Render to see the effect. 19. Final renderings
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