Cinema 4D Essential Training: 6 HyperNURB Modeling and Sculpting
1h 24mBeginner2012-09-20
Authors

Rob Garrott
Video and Motion Graphics Artist, Content Manager at LinkedIn
Course details
CINEMA 4D Essentials with Rob Garrott is a graduated introduction to this complex 3D modeling, rendering, and animation program, which breaks down into installments that can be completed within 2 hours. This edition introduces two modeling techniques: HyperNURBS, or subdivision modeling, for creating smooth rounded objects, and sculpting. Rob explains how to set up for each workflow, and how to create basic shapes and then refine them with more detailed tools. The course provides a solid foundation for designers starting to shape their creations in CINEMA 4D.
Learning objectives
What are HyperNURBS?
Setting up reference shapes
Creating a shape with the polygonal modeling tools
Connecting shapes and bridging gaps
Refining shapes with knife cuts
Moving points
Working with sculpting layers
Preparing objects for render
Learning objectives
What are HyperNURBS?
Setting up reference shapes
Creating a shape with the polygonal modeling tools
Connecting shapes and bridging gaps
Refining shapes with knife cuts
Moving points
Working with sculpting layers
Preparing objects for render
Skills covered
CINEMA 4DMAXON3D AnimationRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeEssential TrainingAECProduct and ManufacturingAnimation and Illustration
Concepts
0. Introduction
- 01 - Welcome
- 02 - Using the exercise files
1. Organic Modeling with the HyperNURBS Object
- 03 - What is HyperNURB modeling
- 04 - Preparing to model - Setting up reference shapes
- 05 - Creating a loose shape with polygon modeling tools
- 06 - Connecting shapes and bridging gaps
- 07 - Refining the shape with knife cuts
- 08 - Cleaning up the lines by moving points
2. A New Modeling Workflow with the Sculpting Tool
- 09 - Understanding the sculpting workflow
- 10 - Preparing geometry and subdividing objects
- 11 - Working with sculpting layers
- 12 - Preparing objects for rendering
Conclusion
- 13 - Exploring what's coming next