Today author Dogacan Bilgili will be guiding us through the process of modeling a wooden chair in Cinema4D using a combination of splines, nurbs and the plug-in "PathDeformerLite". Over the course of this tutorial, you will learn simple techniques for creating geometry quickly and effectively. Dogacan will also briefly explain material creation, lighting and rendering.
Additional Files/ Plugins:
To start press "F3" on your keyboard to select the right viewport. Then click "Edit" and choose the "configure" option. Here you'll get the viewport attributes screen at the bottom right, in that window choose the "Back" tab and assign the chair's photo to the "Image" slot.
Now, here we will mainly use the spline tool to follow the outlines of the photo to create the main parts of the chair. Choose the "B-Spline" tool, which is easy to control.
By following the outline of the chair, draw a closed loop as shown below.
Create an "Extrude Nurbs" then drag and drop the spline you made over it. Here we will change some settings. First, under the "object" tab, change the direction of the movement. The first box should be the correct direction, but if it's not, try the other boxes. We'll use a value of 20, and increase the subdivision to 5. The most important part lies under the "caps" tab. Change the setting according to picture below.
You should get geometry similar to what's shown below, nicely rounded and well shaped.
Use the same technique again (the "B-spline" tool and "Extrude Nurbs" in combination) to create the remaining two parts that make up the side of the chair. However for the long vertical part of the chair (which we'll call the "backbone") use an amount of 26cm for the "Extrude Nurbs" tool. For the third part use an amount of 18 cm. Finally for that last part, we use the "Rotate Tool" to change the direction. I've used a small rotation of -0.904.
So far, you should have the main shape shown below.
Now we will create the nuts which holds these parts together. Create a "Capsule" object and make it editable by pressing "C" on your keyboard. Now select the "Use Point" tool from the "Embedded" menu on the left side.
Using the "Live Selection" tool, select the center verticies (shown below), and use the "Move" tool to move these downwards to create a dip.
Next we copy our nut a few times and place the copies as shown below.
Now it's time to create the other side of the chair. To do this put the basic shape we created into a "symmetry" object. If it doesn't mirror on the right axis, change the "mirror plane" axis under the attributes in the symmetry object. After that, change the "X" position value of the group object, we added into the symmetry object. Enter approximately 200 cm as shown below.
Next, create a new Cube object and in the "object" tab of the box's attributes', assign the following values for size X: 47cm , Y: 15cm and Z: 386cm respectively. In the same tab, activate the "Fillet" option, and enter 4cm for the "fillet radius" and 10 for the "fillet subdivision"
Now duplicate the piece and place one of the cubes between the front legs, and the other between the back legs, as shown. These will connect the sides together.
Now to create the chair's seat, draw six new lines using the "B-spline" tool as we did earlier. However don't draw straight lines, make them a little curved down in the center. As shown below.
Create a cube with the following dimensions, 430 x 15 x 65 cm and make it editable by pressing "C" on your keyboard.
Select the "Use Edge" tool, then go to the "Selection" menu and choose "Ring Selection".
Select the corner edges shown below.
Now, with the 4 corner edges selected, right click and select the "Knife" tool.
Select "Loop" mode, and create two identical loops around the cube, add two vertically and two more horizontally near both ends of the cube. Try to match the picture below.
Now add the cube into a "HyperNurbs" Object and leave the settings as they are.
This part is important for creating the bottom and back parts. Here we will use a free plug-in called "PathDeformer 2 - Lite". Add a Pathdeformer object to the scene from the plug-in menu. Then select that Pathdeformer object and under the attributes for it, assign one of the splines we created.
Now select the "Hypernurb" object and make it editable, then drag and drop the "Pathdeformer" object over the main cube object in the Hypernurb tree. After making the "Hypernurb" object editable. If you directly drag and drop the Pathdeformer on it, the Pathdeformer object won't be the child of the main cube object, so be careful and select the right object.
Manipulate the Pathdeformer using the Rotate and Move tools in order to get the right direction and position for the cube objects. Repeat this for all the splines by duplicating the same cube file, and aligning them to the chair's side parts. The outermost cubes need to be a little bigger in comparison to the others. Use the Scale tool to make them a little wider. As you can see in the image below.
We'll use the exact same process to create the parts for the back of the chair. To do this, just create new splines and cubes, and then follow the previous steps to complete the back section. The most important thing is to align all the elements correctly and precisely. Also make sure to use the correct number of elements, so the chair will better match the real life version. I have used 8 boards for the back and 6 for the seat section.
The chair model is now completely done (as for geometry.) Now we will create a simple material for it. To start, create a new material, and add a wood texture to the color channel. Jump to the "Reflection" channel, and set the "Brightness" to 5% and the "Blurriness" to 10%.
Create another new material for the nuts, this time set a dark yellow color for color channel using the color palette. In the "Reflection" channel, assign a similar color with 85% "Brightness" and 20% "Blurriness".
After assigning these materials, we are ready to render the chair. First create two big, thin Cube objects to use as object based light sources, place one on each side of the chair, as shown below.
Create two new materials and turn on the "Luminance" channels for them, turn off the rest of the other channels. Then assign any color you wish for each one, I've used a light blue and a yellow color. Then increase the brightness to approximately 500% or even higher, it's up to you. Then apply these materials to the two cubes we just created.
Open the render settings and add "Global illumination" to the scene by clicking the "Effect" section. The default settings are fine.
Switch to the "Anti-Aliasing" section and choose "Best".
Now render the scene to see the final result!
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