Model, Texture and Render a Freshly Picked Cherry in Cinema4D
In today's tutorial, AntwanFX covers how to first model, then texture and finally light and render a freshly picked cherry in Cinema4D. Serving as a great introduction to a full workflow, this tutorial is highly recommended for anyone switching to Cinema from a different app, or just starting out in 3D. Let's take a look...
In this basic tutorial, I'll show how simple it is to create a cool looking cherry from scratch!
We'll start by creating a Hexahedron Sphere with 6 segments and a 100m radius.
It should look like this :
Now make it editable by pressing c on your keyboard. With that done, and the object selected, apply a Hyper NURBS object to our sphere. Finally grab the top point on the sphere and lower it as shown below :
Now we are going to grab the two points shown in the picture below and lower them down a little in order to curve the top section of our cherry (make sure not to move them down more than the middle point in the previous step, however).
It should look like this
Now use the Spline tool to create a spline like the one in the picture below. This will define the shape of our stalk!
Now create a Circle using the settings shown below :
With both our circle and spline in place, add a Sweep Nurbs to the scene and place both the spine and the circle inside of it. If your result isn't what you expected, try changing the order of the circle and the spline in the group.
It should look like this
With our main cherry shape complete, it's time to get to work on those water drops! Create a new sphere and lower the radius to 6, the segments to 1 and make sure that Render Perfect is checked ON. This allows us to work with lower-resolution geometry within the viewport (which saves on RAM and makes the project easier to navigate) which then becomes full-res at render-time - very useful!
Create a MoGraph Cloner object and drop the sphere object inside of it. With that done, apply these settings to the cloner.
At this point, your scene should look something like this:
However, once you hit the render button you see that our future drops of water become full-resolution and look like full spheres!
Go to the MoGraph tab and under Random Effector apply the settings shown below, making our drops of water look a little bit more random.
Our cherry object is now completely modelled, so it's time to move on to scene setup! Create two Area Light objects and position them as shown in the image below :
Use the following settings for both of the lights:
Details - Show in Reflection Checked
Visibility Multiplier: 600%
Now create a Sky object and add a
Create a Background object, and add in a new material for it. Go to the material's Color channel and apply a gradient for a texture. You can obviously change this to whatever you want, but the settings I used are shown below :
It's finally time to add in the materials for the cherry itself! We'll be creating the red cherry material first, and then duplicating it and changing the color to create the stalk material. It should look something like the material shown below. I've also created a material for our water drops, and applied it to the MoGraph object.
You can set up the main render settings however you wish - make the shot your own! The important thing is to ensure that GI is turned on so that the sky/area lights combo has the correct effect.
And that's it! Thanks for reading and if you have any questions just let me know.