| Advanced Abstract Modelling |
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There are, of course, hundreds of different ways of creating 3D abstract models,
with varying degrees of complexity. Simple techniques usually involve usage of
the 'matrix exclude' function, although the results can all look very similar to
each other. So, what can be done when you want to create something rather
unique, yet not spend forever playing around with Cinema4D's settings?
Well, read on and be enlightened...

Step 1: Set up your workspace by finding the little window control
panel towards the top right-hand corner of your workspace (it should
resemble the image
on the right). Click on the square. You should now be presented
with four workspace boxes, representing perspective, top, right, and left
views respectively. |
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 Step
2: Click on the freehand tool in the main top toolbar (i.e. the icon
illustrated here on the right), and generally just doodle around the
perspective viewport a little. Once you have done this, select the next box
and repeat. Do this for all the boxes and you should end up with big
random white lines running all over the place. Your objects box will
show 4 distinct spline objects.
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Step
3: We are done with the top, right, and left view windows, so click on
the square-shaped icon in the perspective window once again to return the
viewports to their original layout.
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Step
4: Go back to the main top toolbar and click on the Loft NURBS
object button to create a Loft NURBS object. Then, by clicking
& dragging, move all your splines into/under the Loft NURBS object.
Once you have done this, right-click the Loft NURBS and select 'Make
Editable' from the dropdown menu that appears. Now add a
Bend and apply it to your Loft NURBS (Mode: Unlimited,
Strength: 11, Angle: 8). You don't, of course, have
to have the exact same strength and angle as I do - feel free to play around
as much as you like!
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Step
5: You should now have your Move Tool out, so move your bend around
until you end up with something that looks pretty. Once this is done,
add a Twist (Mode: Unlimited, Angle: 14), and move it about until you have a nice result. Do exactly the
same with a Bulge (mode: Unlimited, Strength: 1 or 2,
Curvature at default). Finish your contortions off with a Formula
(no settings on this one, just move it around until you see something that
you like). Aaaaannnd, FINALLY, add an Explosion FX,
trying your best to move it onto a bulky part of your render. Again, no settings
are required for this part. All this effort should get you something
like my image on the left. Now we can move onto the more difficult
stuff...
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Step
6a: Click on the little minus sign to the left of your Loft NURBS
object to reduce the object tree, add a Null Object, and drag the
Loft NURBS to the Null Object until the object tree looks
something like this:
Step
6b: Reduce the object tree of the Null Object and, with the Null
Object selected, press CTRL+C and CTRL+P on the keyboard
to duplicate your Null Object and its underlying object tree.
Simple eh? Now bring out the rotate tool and Move Tool and push
around your Null Object copy until you are left with a result
pleasing to your eye. Press CTRL+P on the keyboard again and
repeat this procedure a second time.
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Step
7: Create another new Null Object (not a copy - a brand new one),
and move all the other existing null objects underneath it, as illustrated
in the example below. Collapse the object tree on the new Null
Object by clicking on the minus - this object should be labelled 'Null
Object 3'. Now repeat step 6b with your new null object, but only
using the rotate tool this time.
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Step
8: Create yet another Null Object (getting the idea yet?) and move all
the other existing null objects underneath it, as illustrated once more in
the example below. You can now repeat step 7 with one more
rotation or continue with your current model - its entirely up to you at
this point.
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Step
9: Once you are happy with your model, zoom in and locate on the little
triangle icon in the top left of the viewport window (its near the box icon
we used earlier). Right-click on this triangle and zoom out to add
perspective, as in my image on the left.
NB. At this stage
it may be relevant to mention that everybody gets different results with
this tutorial, so don't get too hung up about it if your model doesn't end
up resembling mine. Hell, it might even look miles better in the
end!
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Step
10: Zoom back in... but slowly or you will lose sight of your model.
If you like your model at this point, then that is great - you can proceed
to the next step. Otherwise move your render to the left or right, but
not too far, and it will look different. To get an even better
appearance you can then rotate it. Copy and paste the object,
move it to the opposing side, and rotate again if needed. My
example on the left clearly shows what can be done.
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Step
11: This is where it can get fun! Simply copy and paste a
few more times, moving and rotating your models until you build up your
scene.
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At this stage the model is ready for the renderer, but more editing can be
done at your leisure, such as adding HyperNurbs objects, materials,
lighting effects, etc. And, of course, you can import the
final render over to Photoshop to add more detail and color. Be sure
to check out my Advanced 3D Abstracts
tutorial for more detail on that side of things. Here
is my final render:
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- Tutorial written by BrandonC1
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Hi, nice tutorial indeed, nice outcome as well!
But I don't understand since when did you create the C4D ? like how it looks on the picture above 6C ? mine remains "unfilled" and I don't know what to do in order to create the C4D itself, would you please show me how to do? |
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