Daylight tutorial by Carles Piles ! | ||||||||
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This amazing 3d scene, entitled Daylight, was created by Carles Piles. Read how the scene was created in the tutorial below. Download the model scene for FREE ! Requirements: Cinema 4d Carles Piles: URL: www.3dluvr.com/carles | ||||||||
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1. The main element in the scene is the bridge, which is done using extruded objects; except the bottom ornament, which is a sweep nurbs object. First I draw all the splines in Freehand 8. (You can create splines in Cinema 4D, but it is more comfortable for me to work in a vector-drawing based program, since they have may tools geared specifically to the manipulation of vectors.) | ||||||||
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2. Next, I exported ALL the splines to Illustrator, and later imported them into Cinema 4D. Important: To do this (import all objects), you must check "Group" and not "Join" at "Import/export settings> Illustrator" to obtain separate objects to extrude later using different values for each one. Using this technique all objects are already placed. Then, take each spline, one at a time, and drag it into the "Extruders" (extrude nurbs objects). I used "Cap and Rounding" for all extrusions to keep the edges from appearing hard. | ||||||||
When all splines are placed into the corresponding extruders, move objects in the Z axis to position the construction ornaments to the outsides, and the main bodies to the insides. To create the bottom ornament I have a shape, and the bottom ornament path. I drag them both into a "Sweep Nurbs Object". To finish the bridge, I duplicate the objects and elements I need, and put them in position. | ||||||||
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WALLS - Walls are simple cube combinations.. REAR AREA - The rear area is created using cubes, except the railing sticks; they were done using a combination of 1 cylinder and 2 spheres for each stick. | ||||||||
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3. FIGURE This person really isn't a full person! Is quite simple, really. I only modelled the visible parts (the figure is very small in the scene and seen from the back). To make the cape I created bezier-splines in Cinema4D and I dragged them into a "Loft Nurbs Object"(later, we can use a bump map to give more details to the cape). I can modify splines placed into Loft Nurbs Object, and view the results in real time. To make the hat and the hat-feathers I used "Loft Nurbs" as well. (Really realistic feathers can be created by the use of Alpha Channels for transparency). | ||||||||
To make the arms/legs I used "Capsule Objects". The feet are deformed cubes, the head is a sphere, and the sword is a modified capsule! This person doesn't have a body; I only created the parts that would be visible from my camera. This "pseudo-figure" looks ugly too, close-up but the camera is far enough away that this really isn't an issue. | ||||||||
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4. TEXTURES There are only a few textures in this scene. They are: A. a stonework map for all walls B. another stonework map for the floor C. my own stone map (rouged grey) for the sculpted stone D. plain colour textures + bump + diffusion (fractal noise) for the clothes E. a bit of fresnel in colour texture with alpha channel activated (holes) for the feather F. a background map For the stonework textures I activated the diffusion channel and loaded the new plug in "DirtyNUTs" shader. This shader creates an automatic "dirt" effect where ever it is applied. Mapping was really fast, mostly applying a cubic mapping to object groups and adjusting the number of tiles in real-time in the editor view. I played with the tiling until I liked what I saw. | ||||||||
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Daylight tutorial by Carles Piles !
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