I'm starting my character model by applying the same techniques I learned in the 4D tutorial for building a torso. I dragged two png image drawings of the front and side of my character and shaped the characters' limbs using a cube I divided with the knife tool (after making the shape editable with 'C'), point selection, face selection and extrusions.
Using the same technique after using the Mirror tool for the torso and 'Disolve' to fit them together, I began shaping the legs. I also added hypernurbs to smooth and make it look less square.
For the head I began with a pill shape which I then pulled the face contours to shape the face I wanted. I also experimented with face selections I then rotated.
Here is the end result...
Then he obviously needs a neck, another cube in the mix with added Hypernurbs.
I also dragged a sphere inside the head so I have a different texture for the glowing eyes.
Hands were tricky, however my character doesn't need digits so I created a basic thumb and palm shape which I applied Hypernurbs to to smooth.
I then mirrored the hand and re-positioned it. I also added a basic light source to give me some idea of my progress so far and how it looked rendered.
Then I added a not-final colour texture just because I was sick of the grey blandness, also to give me an idea of how it was looking.
Now here's the tricky part, I used a mixture of 3 hand-drawn splines which I then added into some Loft-Nurbs to give me the shape of my 'Organic cloak', I also applied a basic black texture.
I then Completed the bottom half of the main cloak and adjusted so it was not pushing through the characters body in strange places. I at this point added a plane in the preset shapes tab which I later swapped out for a floor.
I then added a sky with the image below, I played around with the offsets to create a good effect with the reflective floor. I wanted to create a 'Between worlds' setting. I also dragged the whole character above the floor, when I dragged the guideline images onto Cinema 4D they positioned in an awkward place. However next time I will use a different approach, I will use two planes with the images so I can move them and arrange them freely.
Here is the image (HD Panoramic)
Messing around with the sky texture offset gave me different effects with the surface, I like having the tip of the mountains showing so the setting wasn't just space, this gave a good effect of an other worldly astral plane.
I continued to experiment with offsets and added two more strands to the cloak using the Loft nurbs. I decided to float the character slightly above the floor for the effect I was going for.
Here is a different angle of the render. With added light sources such as a spotlight above his hood to create a show over his face (Of course I had to enable shadows).
For a finishing touch I added another basic light with a lens to show him entering/exiting the world.
Earlier I used two altered cone shapes to fill-in the cape. However I have since discovered the polygon fill-in tool which I will use in the future, but since I had done it already...
I used four more Loft nurb structures to build up the cloak along with a few more shapes. This was to give the effect much like the symbiote from the Spiderman series of the cloak reaching out.
After building up the cloak...
I then added a light with a wide angle lens to act as a kind of core.
Ta-Da!
Ta-Dar!
Tar-Dar!























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