3D


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.
Modeling a car using blueprints
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
Modeling a car using blueprints
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:
Modeling a car using blueprints
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.
Modeling a car using blueprints
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.
Modeling a car using blueprints
Modeling a car using blueprints
Modeling a car using blueprints
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.
Modeling a car using blueprints
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.
Modeling a car using blueprints

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.
Modeling a car using blueprints
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.
Modeling a car using blueprints
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:
Modeling a car using blueprints
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):
Modeling a car using blueprints

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

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:
Modeling a car using blueprints

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

Cinema 4D Tutorial – How to Create 3D Grass

Step 1 – Creating a base
First of all open the Cinema 4D application, which will automatically create a new scene for you to start working with. You then need to create a base for your grass to be attached to, I’m going to add a cube and modify it – ” Objects > Primitive > Cube”.Your canvas should look exactly like this now :
Step1a - Cube
Step 2 – Modifying out base
Now we have out cube, we can edit to to be more of a interesting shape by firstly clicking it, and in the Attributes pane, increasing Segments X, Y & Z to a higher number ( I am going to select 50 and this will enable me to edit the shape more smoothly )
Step 2a - Increasing segments
I’m going to manually edit my cube, by selecting the orange square on the cube and dragging them to a desired position in the X, Y and Z plains. You can alternatively change the size of the image in the attributes panel by typing X, Y Z variables, but let’s keep this simple and quick.
Step 2b - Size
Then I am going to hit the “C” key on my keyboard ( Make Editable from the menu ” Functions > Make Editable ” ) This allows me to then use the Magnet tool to manipulate my plain further. Select the magnet tool ( Structure > Magnet ) And click and drag the cursor on the plane to create any desired effect.
I used the tool to add a hilly effect to the plane:
Step 2c - Using the magnet tool
Step 3 – Adding texture to the base
We now need to make out base look relatively organic, so we are going to add a soil type texture. In the materials pane, ( bottom of the screen ) click “File > New Material”, underneath where you just clicked a new texture will appear in the shape of a circle named “Mat” – Double click on the word “Mat” and rename it “Soil”.Double click on the Soil Sphere texture, and a new dialog box will pop up looking like this :
Step 3 - Adding a texture
Click the arrow where the option for ” Texture” Appears on the right area of the dialog box. A list will display below, click on “Gradient”. You will notice the circle with the texture displayed in the dialog box will change. What we are going to do now is change the gradient itself, so double click where the flat gradient is displayed ( underneath the texture arrow ) and change the values in the shader properties to something like this:
Step 3b - Textures
We want to now click the close button on this panel, and apply the texture to our plane. You need to click and drag the texture onto out plane, this is illustrated below :
Step 3C - Applying the texture to the plane
Step 4 – Selecting the placement of the grass
Ok if you have got this far you are doing pretty well. We now need to click the window icon, which will allow us to see multiple views of our scene.
Mutiple Views
Clicking this will change our view to this:
Step 4b - Seeing the multiple views
Ok, we only now care about the top right view, click the Use polygon tool – so select “Tools > Polygons ” from the menu. Now we need to select the rectangle selection tool and select all polygons in the top right window labeled “Top”. (Basically this will be the area the grass will be placed on) – So select ” Selection – Rectangle selection” From the menu. Move the cursor to the top right view and in a click drag motion, select all the polygons until they all turn orange.
Now your view will look like this:
Step 4c - Top layer selection
Now come out of this view by pressing the same window icon as you did before, however, click the one in the top left ( Perspective view ). You will now be able to see your object with only the top polygons selected.
Step 4d - Top view with polygons selected
Step 5 – Adding the grass
Now we have our top layer of the plane selected, we need to add grass, ok ok, so I lied to you, it’s not grass. It’s Cinema 4d’s Fur Tool, but does a sweet job or replicating grass. All you need to do now is click from the menu “Hair > Fur” and some spikes will appear on the plane in the perspective view.We are now going to increase the amount of fur, so in the objects panel, select “Fur” which will update the Attributes view. Where you can change the ” Count ” Aka, amount of fur. It’s initially at 10000, but I’m going to change mine to 30000, but you will have to experiment to ensure you will have the full area covered in grass depending on how large you made your plane. Also we will change the Randomness of the grass, by adding a variable randomize setting of 6 degrees.
This might sound like gibberish but experiment with the attributes, and who knows, you might create some really cool stuff.
Step 5 - Adding the fur
Step 6 – Add texture to the grass
That’s basically it to be honest, but we will need to add a new texture to the grass to make it green. When you added the grass, a new texture was made in the textures panel. It should be called “Fur Mat” – double click it to open the texture dialogAll I am going to do here is change the gradient of the grass to two shades of green. You can change the thickness etc via the left hand menu if you want to experiment!
Step 6 - Adding texture to the fur
Step 7 – Rendering
That’s it! You have made some grass on a plane, if you got this far… congratulations! Now we need to just render the image to see the final result, so click “Render > Render View” From the menu which will show you exactly what you have created! I just added a background ( Objects > Scene > Background ) and changed the attributes to ” Use color > Always”. Here’s my final result!
Cheers/"


In this tutorial you will learn how to create a ball bearing using an Array Object. You will also learn about the use of the Taper object, Fillet option and Bevel function
Before you star modelling something you should always first determine the easiest steps to create your object, thats why its easy to have a reference picture. You can find various pictures of ball bearings using google image search, here is the ball bearing which we are going to create:

Creating a ball bearing using arrays
As you can see our ball bearing has tooth on the side, although in real life ball bearings normally don’t have these its nice to add them. They can easily be made by first creating a cube and then adding the cube to a taper object to give it his taping shape. Then we can add this in an array to duplicate them.
The 2 rings that keep the balls in place can easily be made using a tube object.
Finally the balls can simply be made using a sphere in an array object.
So now we know how we are going to create our ball bearing, lets get started!
Creating a ball bearing using arrays
Go to Object > Primitive > Cube or use the shortcut menu on top (see the picture above) to add a cube. Now use the following settings in your Attribute browser (bottom right):
Creating a ball bearing using arrays
The Segment setting will divide your cube in smaller sections, as you can see on the picture above. This has no use yet, but by dividing your cube you get much smoother results when using deformers like bend, twist or taper.
The Fillet will round the edges of your Cube, increasing the subdivision will smoothen the rounding. Using 5 subdivisions is enough here.

Cinema 4d Taper Object

Now its time to give the teeth its shape, so lets add a Taper Object. Then drag and drop it underneath your Cube Object
Creating a ball bearing using arrays
Creating a ball bearing using arrays
The Taper object does nothing so far, so lets edit the Taper settings:
Creating a ball bearing using arrays
I first changed the size of the Taper Object so it fits nicely around our Cube, keeping the mode on Limited and change the Strength. Just play a bit with the settings to check out what they do.
As you can see the Taper is in the wrong direction, it should make the front pointy, not the top so lets rotate the Taper Object. This can be done in multiple ways, I’m going to use the Coordinate tab you can see in the above picture. We need to rotate the Taper around the blue axis (the Z axis). But do we need to roate it +90 or -90?
I always have had trouble with this, if you want to learn this check out this link and remmember that C4D uses a Left Handed Coordinate system.
Of course when you are lazy you can also just keep rotating untill you get it right :)
Creating a ball bearing using arrays
Ok nice our first teeth is done, now we are going to add it into an array object

Cinema 4d Array Object

Now we are going to add an Array Object to our scene. An Array Object creates an Array off whatever you set as a child of it. Just have a look for yourself and you will understand that this is a really helpful feature of Cinema 4D!
You can add an Array Object from: Object > Modeling > Array, or the quick select menu. Then drag your cube in the array object like this (you set the cube as a child of the array):
Creating a ball bearing using arrays
For the Array settings you will mostly only use Radius (how far the objects will be from the center of the Array) and Copies (how many objects you want in your array).
With the other 3 settings you can create a sinus like wave in your array, just set all the settings to zero since we don’t need them.
Your scene should now look something like this (I increased the strength of the Taper object):
Creating a ball bearing using arrays
Now we are going to create the first ring, to do this add a tube (Object > Primitives > Tube) and size it up so it touches the just made Array:
Creating a ball bearing using arrays
When you take a look at real ball bearings you will notice that they have an indent in the ring that keeps the balls in position, so lets create it!
With the Tube Object still selected hit C to make the object editable, you will notice that the white raster lines have turned blue.
Now select the polygon tool from the toolbar on the left and while holding shift make a selection on the inter inside of the tube like this:
Creating a ball bearing using arrays
You will notice that the selected Polygons turn yellow, once you have selected all the polygons go to Structure > Bevel and use the following settings:
Creating a ball bearing using arrays
Extrusion: since we want to extrude inwards we have set this to a minus value. The inner offset setting rounds the edges of the extrusion, subdivision determines in how many polygons this offset is divided.
Our ring is now done, now lets add some balls to our scene. Go to Objects > Primitives > Sphere and add it to your scene. Set the radius of your sphere to 16m
Now add another Array Object (Objects > Modeling > Array) and set the Sphere as a child of this Array. Use the following settings on the Array:
Creating a ball bearing using arrays
Now all we have to do is create the center ring, the process is the same as our first ring so I won’t explain step for step what I did, if you get stuck somewhere take a look on how we created the first ring or ask your question in the comments section. This is result after this step (and finished model) :

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