Showing posts with label Cinema 4D Tutorial. Show all posts
Showing posts with label Cinema 4D Tutorial. Show all posts

Materials


Welcome to the third tutorial in our “the basics” series.
By now you should know the basics off the c4d interface and how to add objects to your scene.
In this tutorial you will learn what materials, textures and shaders are and how you need them to create realistic looking scenes!

Cinema 4D and materials

In Cinema 4D materials and objects are two separate things. You can look at it like this: the object is the volume, and the material is the skin you wrap around it.
For example when you want to give your cube a different color, you don’t need to edit your object. You simply create a new material (or edit an old one) and add it to your object.
Of course you wont need to add a material to your objects, but without materials your scenes will look boring and unrealistic, as can be seen here:


Materials are managed from the material manager (Shift+F2) from here you can load the Cinema4D default materials and downloaded materials. You can also create new materials from the material manager, or save and open ones you made yourself.
Once you have created a new material, you will need to apply it to your object.
To do this you have two options:
  • Select the material from the material manager. Now drag this straight onto the object in your scene and the material will be applied to that object. This is easy in simple scenes, but can be quit a challenge in complex scenes with lots of objects.
  • Thats why you can also drag the material to the object inside the object manager, as seen in the picture below



Some definitions:

Shader: Put simply, a shader is a computer program that instructs the GPU on how polygons should look when they’re struck by a virtual light source – whether that be a modeled flourescent light, a flickering flame, an explosion, or a gunshot.
Texture: A 2d image that can be wrapped around your object, giving it its look.
Material: A combination of shaders and textures that can be applied to objects.

Downloading materials

Creating new materials is complex, and when you are just starting out with Cinema 4D you will have a hard time making realistic looking materials like for example glass , steal or wood.
Since you will probably need these right from the start its much easier to just download them, you can always modify your downloaded materials untill you are happy with them!
The web offers some great websites where you can download materials, shaders and textures for free. I have listed the most popular sites here, if you want more just do a google search and I’m sure you will find more.
Once downloaded save them somewhere locally. I have created a map in My Documents just for cinema4d, inside I have a folder where I save all my materials, and another folder for all my projects.

Creating new materials

In the material manager go to file > new material. Now double click on the just created material, this will open a new window which allows you to change more than you probably ever need.
I suggest you to try all the different settings to see yourself what they do, and what you could use them for. Remmeber when you are just starting out its probably easier to just download some good materials!

Time to practice

Now its time to practice, there is no better way to learn how to use materials than by just start using them!
You can open the project from the previous tutorial and try out some materials on it, feel free to experiment with all the different settings and options!

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The Cinema 4D Interface


Welcome to the first tutorial in our “the basics” series. This series of tutorials is designed to teach you the extreme basics of Cinema 4D and is a great way to learn Cinema 4D for everyone that has never used Cinema 4D before.
In this tutorial we will cover the Cinema 4D interface, we will go through all basic menu’s and button explaining what they are and how to use them. By the end of this tutorial it will be as if you have done online degrees or been to college to learn about this topic. We believe that you will have all the knowledge you need to go forward in your use of Cinema 4D.
Lets start by opening Cinema 4D, depending on the version of C4D you are using the interface should look something like this:


As you can see I have devided the Cinema 4D (or C4D) screen into different sections, I will now explain what these sections are.

1 – The Cinema 4D File menu

Almost all functions and things you can do with Cinema 4D can be access from these menus. However, there are many useful shortcuts that will save more time than using these menus.

2 – The Shortcut Buttons.

These buttons will help you access the things you will often use in Cinema 4D quickly, without having to go through the huge amount of menus in the upper menu.



  1. Undo
  2. Redo
  3. Live Selection Tool
  4. Move Tool, move your object around
  5. Scale Tool, used to scale the selected object in x, y and z direction
  6. Rotate Tool
  7. Restrict to X Axis
  8. Restrict to y Axis
  9. Restrict to z Axis
  10. Use World/Object coordinate system
  11. Render Active View, this quickly renders your scene so you can check how it looks
  12. Render in Picture Viewer
  13. Open Render Settings
  14. Add a Cube object (Hold down to get a drop down menu where you can select more primitives)
  15. Spline Drawing Tool (Hold downto get a drop down menu where you can select more Splines)
  16. Add a HyperNURBS object (Hold down to get a drop down menu where you can select more NURBS)
  17. Add an Array Object (Hold down to get a drop down menu where you can select more object holders)
  18. Add a Light Object (Hold down to get a drop down menu where you can select more light objects)
  19. Add a Bend Deformation (Hold down to get a drop down menu where you can select more Deformations)
  20. Add an emitter Object (Hold down to get a drop down menu where you can select more emitters)
  21. Selection Filter
  22. Filter, hide and unhide things from view
  23. Object browser, allows you to quickly load materials / previous projects
You will learn more about these tools as we go on. For now, just make sure you know the names of each of them.
You can also access all of these options from the Cinema 4D File Menu (1), however, these buttons are often faster.

3 – Edit and Selection

 

  1. Click to convert back to the default layout, or hold to load alternate layouts.
  2. Make the current object editable so it can be altered, you can also press “c” on your keyboard
  3. Enable Model Tool, you will now be able to move both your objects and the axis in your current view
  4. Enable Object Axis Tool, you can now only move your axis around, your objects will stay at there current location.
  5. Point Tool, allows you to select the different points on a object, so you can edit them.
  6. Edge Tool, allows you to select the different edges on a object, so you can edit them.
  7. Polygon Tool, allows you to select the different polygons on a object, so you can edit them.
  8. Mode Tool, changes modes, hold to select different modes. For example in Auto Switch mode C4D will switch between point, edge and polygon tools automatically.
  9. Texture Tool
  10. Texture Axis Tool
  11. Object Tool

4 – View controls

The basics:  #1 The Cinema 4D Interface
These Control the current view. They are as follows:
  1. Move: hold this and move the mouse to move up/down or strafe left/right.
  2. Zoom: Hold the zoom button and move your mouse to zoom in or out of selected object, you can also use your mouse scrollbar for this
  3. Rotate: Hold and rotate your mouse to move around the selected object
  4. Window: Click this to switch from 1 view mode (for example the (x,y) plane), to the 4 way view, showing all 2d planes and the general 3d view.
You might have an hard time moving around your objects at first, but once you got these under control you will love it and use it often. Practice, practice practice!

5 – Object Manager

 

In the Object Manager everything in your current scene will be listed, for example objects, lights and floors.
With the object manager you can delete, nest, modify, select and do almost anything with your objects. By dragging a material onto your objects the material will be added here, so you can edit and delete it when needed.

6 – Attribute Manager

attribute manager

From here you can change the different attributes of your selected object.
For example when you have selected a cube, here you can change the size, name and much more.
Which attributes are available here depends strongly on the selected items.
As you can see on your left I have selected a Light Object, in the attribute manager you can change the light settings, such as do you want shadows, how strong should the light be, what color etc.
You can use the tabs on top to flip between different pages with options, don’t feel scared, you will probably never used most of them!

7 – Animation Manger

From here you can manage your animations, we won’t go into detail about this here.

8 – Material Manager

The basics:  #1 The Cinema 4D Interface

In the Material Manager you can open or create materials and shaders. All the materials you have loaded into your current project are listed here, double click on one to edit it.
You can apply the materials listed here onto your objects by dragging them onto the object inside the object viewer or the object manager.

9 – Coordinate Manager

 

The Coordinate manager allows you to precisely place, modify and rotate your objects. For example you want to move the center of your object to the coordinates (x=100, y=-100, z=400), you can do this in the coordinate manager!
Thats all for now, I hope you now understand the layout of Cinema 4D better, when you are just starting you will get lost looking for options many times, but don’t worry you can always go back to this tutorial to see where you can find certain tools.
My advice is to just play around with Cinema 4D, check out every option yourself to see how they work and where you can use them for, thats in my opinion the best way to quickly learn C4D.
And don’t be discouraged, you will probably never use most of the functions that Cinema 4D has anyway!

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Making a glass and a wine bottle with C4D

This tutorial demonstrates ways to make a glass, its materials and the content inside the glass. I made the model in c4d r9, but It can be done with lower versions (just to try it, I got a  very similar result with cinema ce6).


And yes…. Sorry about my bad English. I think you’ll understand.

It consists of three parts: Making the glass, making the bottle, and making the scene.

You can find assorted files and finished scene here  

PART 1  -  MODELLING THE GLASS

  You can use blueprints for this, but they are not necessary. I didn’t use them. So, go to Objects/Spline Object. This will create a blank spline. While holding CTRL, draw  one half of the glass. You should have in mind the following:
When you are tracing the upper part of the glass (the hollow part) distance between inner and outer part of the spline must be so small, that it’s nearly invisible when you zoom out.
The “leg” of the glass must be filled.
Type of the spline MUST be Linear.  
------------------------------------------------------------------------------------------------------------
Here’s what i got:


Image



(i made a mistake in this pic. In the lower part of the glass, each point needs a partner. I drew them on the pic)
When you are done tracing the glass, insert a LatheNURBS object. Place the spline in it. Now you have the glass. For more “smoothity” insert a HyperNURBS  object. Place the LatheNURBS in it. Voila!


We are now done with part one.
------------------------------------------------------------------------------------------------------------
PART 1.2 – ADDING A MATERIAL TO THE GLASS

This is the first tricky part with this model. You have to get it right if you want your glass to look…. Well, glassy!
Create a new material. Name it…….. hm…… I don’t know…… glass, maybe? Double click it.

Color.
The colour channel of the glass must be pure white (R 255, G 255, B255) and brightness 100%.



Diffusion.
I use diffusion if I want to make dirt and such. But, it can also represent the light dissipation. There is almost no dissipation on glass, so set the brightness to 19% (I said almost, didn’t I ?). Also, uncheck the Influence Specular checkbox.


Transparency.
Now, this is tricky. We want the glass to be transparent, right? If we only put the transparency brightness to 100% it will become invisible. Ok, let’s add some refraction. Type in 1.52. if you render the scene, you won’t be satisfied. Hmmm… what should we do? Ah, lets add a shader! Choose Fresnel as a shader. Click the Fresnel image to edit it.  Middle of the gradient should be pure white. There should also be some pale grey tones on the edges. 


Reflection.
If we take the default reflection, it will equally reflect everything on the whole glass surface. We want a subtle reflection. To do that, we need our good old friend Mr. Fresnel. Again, click the image to edit it. One end of the gradient should be dark gray, the other pure black.


Specular.
This channel differs in the newest versions of C4D. If you own an older version of Cinema 4D, don’t worry, I’ll explain what to do with them too.


- old versions (under 7). Since there is no inner width and fallof, type this:
Height 650
Width 0

- versions (above 7).
Height 100
Width 12
Falloff  0
Inner width 25


Illumination. (this channel does not exist in the older versions. If you own one, don’t worry, this isn’t very important)

Since the default shader is Phong, it puts highlights on both sides of the glass. We don’t want that. So change it to Blinn.

Drag the material onto the glass. If you did it all right, you will be satisfied with the result:


-----------------------------------------------
That completes the second part.
------------------------------------------------------------------------------------------------------------

PART 1.3 – MAKING LIQUID INSIDE THE GLASS

 This part is the easiest. It only involves editing already made stuff.

To make the shape of liquid, we are going to copy lower polygons of the hollow part. Since our glass is made of two layers, inner and outer, we are going to select only the outer layer. To make sure you do that right, in the Selection tool active object  choose only select visible elements. Now, using common sense, select polygons that would represent the  liquid. Go to Functions/Split. Select the splitted object and drag it out. Notice that our wine has no top (lid?!). We can add the top in 2 ways. First is for users of the newer versions and the second one for older versions.


1. Select the splitted object. Go to polygon selection. Choose a poly and press CTRL + a.
 This will select all polys. Now go to Structure / close polygon hole. Move the mouse on top of the hole. If nothing happens, try to move your cursor to an edge. Close the hole by clicking. Done! Now we have a finished liquid object.


2. (old versions) Select all vertexes around the hole (only the topmost ones, those that make a circle). Press B. Bridge the surface carefully.

Scale the new part a bit (scale it so it’s a  bit smaller than the actual glass).

Place it inside the glass.
------------------------------------------------------------------------------------------------------------

PART 1.4 – MAKING LIQUID MATERIAL

To make a wine material, we are going to edit the glass material. First copy and paste it. Double click the copied material. Edit only what is mentioned here:

Transparency.
Change the transparency colour to dark red (burgundy). It will instantly decrease the transparency (which is what we want). Wine isn’t as reflective as glass, so turn it down a bit. I don’t want to give you the exact parameters, because then you can make it as you like.


DONE!
------------------------------------------------------------------------------------------------------------

PART 1.5 – MAKING THE ENVIRONMENT

Insert 3 planes to the scene and position them as shown:


(this is a render, don't worry if your project doesn't look like this yet)
Insert a light. Default omni will do nicely. Go to the properties of the light you just made. For the shadow type,  choose Soft shadow. No need for anything else.

--------------------------------------------------------
Position the whole scene as shown in the above picture.

 Now, go to  Render settings. Change antialiazing to best (r9) or all (CE6). We don’t want anything spectacular, so save the changes and render. WOW!!!
----------------------------------------------------



Now, for the second part of the tutorial. Making the bottle.

Our current scene is artistic and nice, but is still kind of empty. Thus, we will add a bottle of wine to it. Process of making the bottle is pretty straight forward, and is exactly like making the glass. This is an advantage of lathe. You can make various different shapes using the EXACT same techniques.
So, let’s start of by cleaning up our scene.

Delete everything in the scene except the glass model (uncluding the liquid) and lights. You can hide your model, but you don’t need to, and it’s better not to, because you will have better view of the proportions.

Find a reference for your wine bottle. I used this one:



Now, what is good about this reference is that it is in high res. That way, we can use the reference as a texture when we make the label later. This image was much bigger than you see it, but I scaled it down to fit the page. You won’t need a bigger picture anyway.

Now, place this picture as your viewport background. Make another spline object and draw out the inner and outer edge of the bottle, as you did with the glass. Trace just one half of the bottle. MAKE SURE YOU MAKE THE SPOUT! The bottle must be open. We will make it all out of a single piece and then separate parts like the label and the cork. Make sure the spline type is set to ‘Linear’.


Once you have drawn it out, make a lathe object and put your spline in it. If it is not showing like it should, move the spline to the ordinate (y axis) with the middle vertices on 0 value of y axis. Now you have a block. This is the basic shape of the bottle. On our reference, the cork is covered with  foil, but since there is already some wine in our glass, the whole scene will seem illogical. That is why we traced out edges of the spout. We don’t need a reference for the cork, since it is very simple. Make another spline object and draw out outer edge of the cork. Remember, only draw one half of it.


Cork Profile:

 Lathe Bottle:


Make a new lathe object and put the cork in it J.

Bottle with cork:


Now we need to add a label to it. Make the bottle lathe object editable and select the label polys. This don’t need to be exact, but because we will use the texture for it from the reference, try to match the selection as close as possible. You can even select loops of vertices and adjust them to the label on the ref. Right click your selection and choose split. Rename the newly created object to ‘Label’.

Selected polys:

 Scale it just a tiny, tiny bit and extrude it (also a TINY bit, because the label doesn’t have much thickness, but it still has some). Choose ‘Make caps’. 

 We also need some liquid in the bottle, and we’ll make it exactly as we did with the glass. Select one third of the bottle’s  polys (where the vine should be. Don’t forget to select the bottom!). Split it, cover the top using ‘Close polygon hole ’ tool, and scale it don’t do it too much, just a little.


Place the bottle and cork into new HyperNURBS objects. The label should be as sharp as possible, so you don’t need to put it into a HyperNURBS, phong tag will be enough. Don’t put liquid in the hyper nurbs, as it will mess it up.

Oops! Looks like something is wrong with our cork. Hyper nurbs made a hole in the middle of it. To fix this, select all middle vertices of the cork on the top of it (the center) and weld them together. Done!


That is it for the modelling. Now to make the mats.

PART 2.2 MAKING THE BOTTLE MATERIAL

Our main bottle material will rely on the old glass material that we made. Of course, we are going to make some adjustments, to make it green and dull.

Copy the Glass material and name  it bottle.glass. Double click it, and set it up as shown:


Colour:
 Diffusion:


Transparency:
Click the Fresnel preview box and set it up like so:


Reflection:


And to make the label texture… Make a new mat and name it label.tex. Use a photo editing program and crop the label from our reference. Save it as a new file.

In the colour channel, click the button next to ‘Texture’, the button is labelled with 3 dots. Locate your label texture.
Drag the material to the label and change projection from UVW mapping to Cylindrical.
Give it these coordinates: Position Y-63. Don’t change anything here. Go to ‘Tag’. Length X: 50; Length Y: 117 and tiles X: 2.

For the cork texture we are  going to use a simple noise texture. Create a new material and name it, hmmm, cork. Press the little triangle button in the colour channel and locate ‘Noise’. Click the preview box, and you’ll see two little boxes. Don’t move them.

The first’s colour should be: 177, 128, 78.
Second’s: 124, 82, 61.
Also, change the U and V frequency to 5.

Drag the material onto the cork.

Now that that is done, we are going to make a new scene. First, adjust the bottle size so that it is proportioned correctly to the glass. Move the bottle away from the glass a little.

We need a table. We can choose from two types of tables: Round and cubic. Both are easy to create, but they will not give us the same result. So, let’s review our project:

We have a lot of glass, which means we need reflections to make it visible and realistic. So, we need an environment that can encompass our models well, without holes. If we use a round table, we won’t be able to place walls without having a gap  between the table and walls. That will result an unrealistic render. So, cubic table it is!

Make a box (size doesn’t really matter, make it as big as possible) and place it so that the top of it touches the bottom of the bottle and the glass.  Make two planes and position them orthogonally, as two walls. Position your camera and make a render!


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Modeling a car using blueprints

In this massive tutorial you will learn how to model a car using blueprints, points and the bridge tool.
Basic Cinema 4D knowledge is required for this tutorial!
Please note I will be working in Cinema 4D Release 10. If you wish to use this method please just try and adapt it for your package, be it in a previous version of C4D or an alternate package.
This tutorial does assume you have some basic 3D modeling knowledge as well as some basic knowledge of C4D.

OK let’s get started, first a bit of terminology, C4D uses Points, Edge & Polygons
These are the different modes that you can edit an object in and these are the modes we will use to adjust and edit & create our model.

Step 1: Finding Blueprints

First things first, What do we want to model, I am going to choose a car from the-blueprints.com It’s a really awesome site that has blueprints for ships, cars, bikes etc…
I am going to choose the new VW Beetle


When you download these blueprints look on the site for prints that have the all views Top, Front, Rear & Sides, having all these views makes your life a lot easier, also the larger the file size the better
Bring your blueprint into your favorite Image editor, I will be using Paint Shop Pro.
Now separate all the different views into new images (save as .jpeg) , if you decrease the size of your pictures make sure you keep the aspect ratio between the different pictures the same, else things wont fit when we start the modeling process!

Step 2: Setting up the view ports

Once you have broken your image up, we set it up in C4D as backgrounds for the viewports (the place where you view and edit your models)
In a New Cinema 4D file, Press F5, This will open up all view ports for you to see.
Click Edit > Configure this function can be found on top of any of the view ports. This will open up a configuration box in the attributes manager (#2) on the bottom right. You will see here I already have the tab BACK selected (highlighted in blue)
For each viewport, Top + Right + Front, select the browsing button to the right of the IMAGE property (#3) and select the appropriate image from our dissected blueprints.
If you click on the viewport to select it, this will change the attributes manager so you can edit the viewport settings.
It should look something like this:



BUT!!! We have 2 problems we need to address before we can start modeling
• Are our blueprints aligned?
• Is the top view facing the right way?

Step 3: Facing and Aligning

First we will make sure that our 3 images face in the right direction together.
In our attributes manager we have a few options we can set, in this step use Rotation (#2) to rotate your blueprints. In the top view, I rotated my image -90 degrees.
It depends on your blueprints how you need to rotate them, refer to the next screen shot to see what it should look like.


Now our blueprints are facing in the same direction, now we only need to make sure the are aligned correctly.
For this we will use the Offset of the picture (#1) where we move it up and down (we will use this for the alignment)
In order to align the images first add a null object to the scene.
Set the position of the null object to the very front of the vehicle/object (You can see in the above screenshot where I have placed mine). The idea is to get the location of the object pointing at the same spot on all 3 views, so make sure you place the null object somewhere that is easily recognizable in all view ports.
Now adjust the offset of the background images in each view (or just the ones needed) in order to align the images with the null object you placed in there.
Do the same for the sides of the vehicle or object too, you may need to adjust the X&Y size of the image too, but uncheck the keep aspect ratio button first to make sure that while changing one size it does not throw the other alignments out. Play around…you’ll get it.

Step 4: Time to start modeling

When modeling anything like a vehicle we can use a few tools in C4D to help us cheat a bit
We are going to use SYMMETRY to model this, this allows us to model one half of the car (the right hand side when look at it from the front) and C4D mirrors/copies it to the other side for us. Not only does this save time but also helps keep things equal e.g. making one headlight bigger than the other
SO…delete the null object you have (we don’t need it anymore) and add the symmetry object (#1) and add a polygon object (#2) as a child of the symmetry. Drag and drop the polygon object onto the symmetry object (#3) , refer to the next few screen shots for help.


Now remember the points mode from earlier, click on the polygon object itself to select it.
On the left hand side now select Point Mode, Click Structure > Add Point
Now we are ready to add our first point, pick something on the car you want to start modeling, I am going to do the bonnet.
Hold down the CTRL key and click with the mouse (left click) to add a point, Select the point and position your point down in the middle of the bonnet, close to the front of the vehicle
IMPORTANT!!! You need to make sure your X position of your point is at Zero (so on the Z axis). Anything in the negative X range will be part of the symmetry, the part that C4D does for you, anything in the positive range will be what you do.
In the next screenshot you will see how I have done it, you can space your points out in what ever way suits you and how ever many you need, read through the next few pieces to get an idea of what’s happening then you can see what will be best for you. NOTE all my starting points below are X=0
As you add your points (I was adding mine to the TOP view), you can move them around to follow to shape of the vehicle as you can see here.


What we do now is clone this line of points and move them to the right, so with all your points selected (CTRL-A) right click somewhere in one of the views and select Clone.
I am going to select 1 clone, APPLY it and then move this line of points to the right (In the TOP view). Now adjust individual points on this line to match the blueprints.
Keep cloning and adjusting your points in all views to make a rough outline of the bonnet.



Step 5: Create Polygons

You’ll see I have tried to follow the contours and as I placed my points (or cloned them) in the top view I made sure the where pointing to the same spot in all views (just like we did in the alignment)
NOW…Time for the bridge tool, the bridge tool creates bridges or polygons between points
Click Structure > Bridge
Bridge works by click and dragging the mouse (left click) from one point to another.


Click and drag point #1 towards #2, then click and drag point #3 towards #4
Bravo, you made your first Polygon, see how C4D filled in the other side for you
When working in C4D if you press the spacebar it flips from what ever tool you have currently active to the Live selection pointer for you to select things, by pressing space again to flips you back to the tool you were working with
Kind of a quick change, now while bridging, after you have made a poly, tap the space bar twice, this will reset the bridge tool so you can make another poly, this will help it so that you don’t create some really odd shapes, try it. You’ll see what I mean.
Keep moving up and through you points bridging them together and you will see our bonnet start to take shape. I have used fewer points in the sample below so you can get an idea of what it should start to look like.
In your objects manager, right click on the polygon object, select the Cinema 4D tags and in the menu select the Phong Tag, this will make you bonnet look nice and smooth.


This method is what I have used to construct many objects, from here you use things like the extrude tools, size & scale, move points around etc, so that you can fine tune your mesh to get it looking the way you want or need, this method helps you to get the basic shape of what you are after.
Now this part of our car is done, so repeat these steps for the next part of the car:


Above you can see I have added points around the front fender and grill, it’s not quite to the blueprint but I want a slightly different look, wider nose, slightly angled headlights etc..
Bridge the points, and you will have another basic mesh for playing with.
If you haven’t already noticed you may come across a small problem, the normals(faces of the polys) might look a bit strange, some different colours.
Select the Polygon Object, then select Polygon mode (remember that??)
With the live selection tool active, click in your perspective view and then press CTRL-A
You might see how some polys are blue and others yellow/orange, this means we have a problem with our normals. This is easy to fix. Click Functions > Align Normals and you’re done.
Again use the bridge tool to finish this part of our car, here is my result so far (I quickly rendered it with some basic materials in a basic scene):


Step 6: Finishing the outer body

From here I am going to do the rest of the main body or the outer shell of the vehicle
You can start adding some detail if you want to, but I want to leave that till last.
On the roof I have left space between the main roof section and the rest of the body shell for some beading to go around it later.
Move around your vehicle piecing it all together like a great big puzzle, and you get to make the pieces. Practice and you will get the hang of it and it will start to go quicker and quicker. You will also find methods for bridging that work for you, the amount of points to add and such.
Remember the better the blueprints, the easier it will be for you to add detail to your model and to perfect it.
Let’s render what we have so far and see how it looks:


Admit it, it looks good, basic…but good. If you look carefully on the roof you will see the gap I left for the beading. Don’t stop now…still got lots to do.

Step 7: Finishing our model

Now its time to add lights, wheels, the interior and other minor parts to our model.
Lets start by adding some Wheel Arches
This is nothing more than tracing the outline with a spline and extruding it.
The lip in front is to fit underneath the main shell

 OK, moving onto the door, again I am just going tracing it with a few points and bridging them together.


The Interior

As the interior is not easily seen it does not have to be that detailed, it can just be a basic representation of it, have fun, make it your own, design it as you would like to see it.
Problem is, we don’t have it in our blueprints so you have to guess what’s happening.
Start with some basics that all cars have, Backboard (where your speakers usually are), the foot wells, centre column, firewall (the piece that separates the main cabin from the engine), dashboard etc.
For the seats you can find blueprints on the site described in the first steps, repeat the modeling process like explained in the first few steps to create your own seats, this is what I got:


The Weels

The creation of the wheels was quit a massive job, expect a new tutorial soon explaining how I made my rims and tires.
Trace the outline of the various bits like the bonnet, doors, roof etc… Extrude this, sweep nurb it, whatever tickles your fancy to make your beading this will help fill in a few blanks
Something else I have added here is a small strip around the window areas for framing.
The inner front grill was also added. Most of this additions/modifications are small and easy to implement if you have managed to come this far.
A quick tip for you, see the connect object button below:


This allows you to take multiple object and make them into one, just set all the polygons you want to compact into child objects of a Connect Object, once done, select the Connect Object in the Object Manager, and press ‘C’. This makes it editable and will merge everything into 1 polygon for you.

Step 8: Materials and rendering

Now its time for you to add materials to your model, i’m not going to help you with this step because you can find plenty of other tutorials on this step. Just create a new material for different parts of the car and apply it to the object by dragging it into the object browser.
If you don’t want to create materials yourself (like for example glass), check out c4dtextures.com.
Once you have added your materials you can add your model in a scene and add light sources to your scene.
Here is my final render:

 This tutorial is written by Tony Ekron aka Omnieus and published on cinema4dtutorials.com with his permission.Modeling a car using blueprints

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