Cinema 4D: Model a Venus-styled Robot
In this tutorial you'll learn how to model and texture a small robot from scratch and place it in a lit scene. This is a comprehensive tutorial with 127 steps and will provide a complete introduction to making 3D art for the intermediate to advanced Cinema 4D user.
For this tutorial I want you to start with a sphere object.
Change object type from Standard to Hexahedron.
Change segments to 12.
Add a mirror object to the object manager and put the sphere into it. Move it a bit aside and do a a small rotation in X direction.
Create a new sphere object, change object type again to Hexahedron with a subdivision of 16.
Use the boole object in A union B mode. Have 'Create single object' and 'Hide new edges' active.
Convert it to a polygonal object (shortcut c).
Delete one part of it. It's not necessarily needed to optimize both sides.
Optimize your mesh and get rid of all the junky points. Add a small edge bevel to the conjunction of both objects.
Put the new clean object into a Mirror Object and convert it again to a polygonal object.
Select some of the polygons from the top of your object like you can see here and use 'Extrude Inner'.
Extrude it a bit to the center and bevel new created edges.
Select again some of the new polygons and do the same as before.
Now we create the mouth part. Add some point to those two selected polygons.
Extrude them to the center and bevel edges, then do another extrude step back to the original position.
Select on the backside of your head object those polygons and...
... create the ears with the 'Extrude' and 'Extrude Inner' function.
Do an extrusion around your eyes.
On one side, use those selected polygons to create something like a wart.
In this step we create a neck. Draw in linear spline mode a spline containing as few as possible spline points.
Put it underneath a Lathe NURBs object and convert it. Make sure that caps are closed. We need this for next step.
Create a boolean object and use the union function to connect the head with the neck object. Clean up unused points and polygons so that you get an object just containing quadrangles.
Next we add some detail to the neck.
Use 'Loop Selection' to select the polygons and use 'Extrude Inner'.
Put the object in a Hyper NURBs object to get a result like this.
Make sure that the connection point of the prior mirror object conversion is really connected at Null position.
The subdivided result should now look like this.
Now we create the hair. Copy the Hyper NURBs object and convert it to a polygon object. Select the parts where you want see hair growing.
Add a hair object from the context menu. Scale and comp it until you get what you want.
In this case I changed the tip color of our automatically created hair material to pink.
In Step 32 we are start again with a simple sphere to build the body of our tough lady.
Change it to Hexahedron type. Segments are standard this time = 24.
Convert it and use the Magnet tool to bring points in position.
Add another sphere object for the "globes". All settings are standard here.
Get rid of one half of your object for symmetry reasons.
Clean up points and polygons to get a clean object.
Bring front polygons into a better looking position.
Time for the Symmetry object!
It should look now like this.
Select polygons from the front...
...and the back side.
Use the 'Extrude Inner' function.
Now Loop Selection to select polygons to get extruded right now.
Inner extrude them again to get sharper edges for the Hyper NURBs object.
Move polygons of our "globes" more into a direct front position and use 'Loop Selection' like you see here.
Do some more extruding...
...and 'Extrude Inner' steps.
Select the chest area.
Add some more detail to it using our modeling tools.
Turn your object around and select these polygons.
Extrude them. We've created a gap between the extrude polygons.
Select the opposite polygons and use the 'Bridge Function' from right-click menu.
You will create this:
Extrude the new polygons again...
... and use all the previously described modeling tools to get something like this:
We will add now our head object to the body. Turn your object around again to get it into a topmost position.
Repeat the modeling process to create the 'adapter'.
Add the head object and bring it into the correct position to overlap the body object slightly. You may need to add some more points so you can connect the parts together correctly.
Connect both objects together with the 'Stitch and Sew' function.
Here we are. The arms and legs are still missing. I did add some more detail on the front.
Let's create the hands. For this we need to create another standard sphere object.
Rotate them round in 120° steps so that you have three identical objects. Create another sphere object in the world center.
Delete all unnecessary parts and put your object into a 'Symmetry Object'. Create three Instance Objects in more 120° angle steps.
Clean up points and polygons and add an edge bevel to the connection polygons.
Delete the upper part of your center sphere object and create some polygons in the center that it will look thicker.
Add some more details to the hand.
If you put it underneath a Hyper NURBs object it will look like this.
We start with the arm. Create another standard Sphere Object.
Delete some top polygons.
Extrude some more.
Go to 2.5 D Snapping Mode (shortcut p) to bring the object axis to the object's top position.
Add a Symmetry object. Hold down the Alt key while keeping the original object active will automatically put this object underneath the Symmetry Object.
Convert it and switch to Edge Mode. Use bevel to smooth the new object a bit.
Increase the size of your upper part. You could use Soft Selection Mode here.
Add the hand object to our arm object so that the parts fit together.
Add some detail to the joint.
Add a Bend Object. Put it under the original object and set up a small angle.
Bring the arm and body objects together.
Create something like this so you are able to make a smooth connection for the arm.
Extrude it to the object center down to Null position. There's no need to create more polygons here because we won't see them.
Move to the back side of your object to add a small tail.
Create a sphere object that will have the size of your later created top leg object properties.
Use the Kinfe tool in Linear Mode with having single cut turned off to cut round the Sphere Object.
Now delete the Sphere Object and clean up newly created points and polygons for next step.
Repeat the process for the arm object.
For the legs we just copy the arm object and change just the upper part a bit.
Just increase the top part like you see here.
For more detail add a torus object...
...and convert it to use the Loop Selection in combination with the extrude function.
Load and adjust the size and position of your leg objects.
If you put everything into a Hyper NURBS object everything would become subdivided. To avoid this you can add a Hyper NURBs weight tag and set subdivisions there to 0/0.
That's it - you've finished modeling!
For the environment, create a big Cylinder with 1000 steps so you won't see any steps inside and are able to place our statue object without having problems.
Create a background color you like without specular.
It's time for basic lighting. Add a light source in Spot Mode with an area shadow.
Create another spot light far away to give some mood to our object.
Place another one next to our first light object.
Important: if you're not using Global Illumination, add a light object underneath our plane object - in this case the Cylinder. Make sure that shadow is turned of and the light itself isn't very bright.
Add some more light sources from every side so your object will be nicely lit.
Place your object into the scenery.
Press the render button.
Do some material selections on your object.
Make a material with a bright metallic specular and add some noise as you like.
I use only one material and change the color slightly.
Use the settings in step 112 to 121 as a guide.
For a rusty look, create a rust material with an alpha channel so it can overlay on all other materials.
Use the steps from 123 - 125 as a guide.
Exchange the selection materials with your materials. Add a white glowing material and a red material with a luminace channel to your material set.
Your hierarchy could look like this. Now set up save file path, image size and render.
I hope you had some fun with the tutorial. Here's my result.