|Cinema 4D : Create An Abstract Armored Sphere!|
Tutorial Name: Cinema 4D : Create An Abstract Armored Sphere!
Category: PC Tutorials
Submitted By: Console
Date Added: Tue. Jun 12, 2012
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Heres The Tutorial!
Create a sphere object (Objects > Primitive > Sphere), and set the type to standard, and the radius to 96m (if m is your basic units). This sphere will be the core of the object.
Create another sphere object, and set the type to standard, and the radius to a size larger than the previous (100m for example). Make it editable (C on the keyboard). This sphere will be the base object for modeling the first part of the armor.
Select 1/8 of the sphere.
Split (Functions > Split) the sphere into 2 objects (the whole sphere and the previously selected part). A new object with the same name will appear. Delete the selected polygons from the base object.
Select the new object, then select all triangle polygons and melt them together (Functions > Melt).
Select all of the polygons and extrude them (Structure > Extrude), with an offset value of about 2m, and the options Preserve Groups and Create Caps checked.
Use extrude inner (Structure > Extrude Inner), with the offset near 3m and the preserve groups option checked, to make some sort of border at the sides of the object.
Select the polygons at the center of the object and extrude with an offset of -1.2m and Create Caps unchecked.
Use extrude inner with offset 0.3m.
Duplicate and rotate this object to form a sphere, then add them to a null object (alt+G). This null object will be the core armor.
Add a HyperNURBS object (Objects > NURBS > HyperNURBS) to the scene, and drag the core armor null object into the HyperNURBS object.
Create a new sphere object with a radius of 104m , make it editable, and start making the next layer of armor by selecting some polygons.
Delete the selected polygons and select all of the remaining polygons.
Extrude the polygons with an offset of 3m and the create caps option checked.
Create some more armor layers (3 or 4 will be enough). Group all of these armor objects and drop them into the HyperNURBS object.
Create a new sphere with a radius of 115m, set the type to tetrahedron, and make it editable (Functions > Make Editable).
Select 1/4 of the tetrahedron sphere.
Split the selection (as in step 4).
Repeat this action until you get 4 parts to the tetrahedron sphere.
Select these 4 objects, then select all of the polygons in them (ctrl + a).
Extrude the polygons with an offset of 3m and the Preserve Groups option checked.
Group these 4 objects and drop them into the HyperNURBS. Now group all of the objects inside HyperNURBS object so they will all be subdivided. We will position all these objects later.
Create a new plane object, scale it up to 5000m, and position it under the main object.
Duplicate the null object (that contains the 4 parts of the tetrahedron sphere) 20 times without selecting mode (Functions > Duplicate).
Select all of the duplicated null objects and randomize them (Functions > Randomize). Make sure that they are not intersecting.
Group all of these null objects and add them to a new HyperNURBS object.
Position and rotate all of the parts of the main object.
Now for some materials. Create a new material (double click in the material manager).
to Open the material editor (double click the new material), and change color to a dark grey (35, 35, 35).
Under Diffusion, check Affect Specular and Affect Reflection, and for the texture use a noise shader (noise = turbulence; octaves = 5; global scale = 3500%).
Under Reflection, change the brightness to 38%, the Blurriness to 10%, the Max samples to 20. Note: the more samples you have, the more accurate the blur will be, but we do not need accuracy at this time.
Under Alpha, use a gradient (type = 2D circular) for the texture.
Check Specular, and leave it as it is. Rename the material to Floor.
Drag the Floor material onto the plane object.
Create a new sky object (Objects > Scene > Sky). Create a new material and name it Sky.
Use an HDR image with one bright spot, blur it using Blur Offset and Blur Scale, set the Mix Mode to Multiply, and adjust the Brightness. Apply the Sky material to the sky object.
Create a new material, and make it orange by tweaking color settings and adjust brightness to 110%.
Under Luminance, change the color to bright orange, and change the brightness to 200%. This material will be the core light.
Create a new material, and change the color to white.
Under Transparency change the Refractions to 1.4, the Blurriness to 3%, and the Max Samples to 20.
Under Reflection, change the brightness to 80%. This material will be a glass layer.
In the material manager, create a new Danel shader (File > Shader > Danel), and open it in the material editor.
Under Diffuse, change the color to dark grey (43, 43, 43), and the Algorithm to Oren Nayar.
Leave Specular 1 as is, but under Specular 2, change the color to light orange (255, 191, 127), and under Specular 3, change the color to orange (255, 144, 0). Leave Reflection as it is.
Check Anisotropy. Change Roughness X to 1500%, Roughness Y to 50%, Length to 120%, and Attenuation to 850%. Check Specular 3.
Assign the Danel shader material to the Hypernurbs objects (that contain the tetrahedron spheres) by dragging the material onto the object, or selecting object, right clicking on the material, and pressing apply.
Assign the core light material to the core object (the sphere from step 1). Assign the glass layer to some of the layers, and the danel shader material to all of the other layers.
Create a light (Objects > Scene > Light). Set the Type to Omni, and the Shadow to Area. Position it so it will be near the bright spot in the sky material.
Choose a good position for the camera using the Editor Camera. Note: we dont need a scene Camera because we will use a Depth layer from Multi-Pass to create some Depth of Field.
Go to the render settings (Render > Render Settings).
Under the Output settings, change the Width and Height to match your needs (I used 24001800).
Check Multi-Pass and add the image layers and a depth layer (you can do it by right clicking on Multi-Pass or pressing the Multi-Pass button).
Under Anti-Aliasing settings, change Anti-Aliasing to Best, and the Filter to Still Image or Sinc.
Click the Effect button, and add Global Illumination. Under the General settings, change the GI Mode to IR+QMC (Still Image).
Under the Save settings, check Save in the Multi-Pass Image options, and choose where you want to save your multi-passes. Make sure that you will be saving in Photoshop format.
Click Render > Render to Picture Viewer (shift+R), and open the rendered file in Photoshop.
Now, because we used Multi-Pass, we can easily modify any part of the picture, and add some nice effects like glare or depth of field. To add depth of field, merge all of the layers (create a new layer and press ctrl+alt+shift+E), the click Filter > Blur > Lens Blur.
Change the Source to Depth, and click the image to change the Blur Focal Distance according to Depth. Tweak the Iris settings until you get the desired result. Thats it! Youre done!!
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