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Welcome To ProDesignHost.com 3D Graphics Tutorials Area - Cinema 4d Low Poly Gun Tutorial - Software: Cinema 4D

3D Graphics Tutorial - Cinema 4d Low Poly Gun Tutorial

Wanna make something like this in Cinema 4D R8 and Unwrap 3D? read on......

1. First things first I scanned a reference pic I drew, as you can see it was a scruffy little doodle in the corner of my sketchpad but it captured the idea before I forgot it :) in the bottom right viewport click EDIT and choose CONFIGURE, now at the bottom of the new dialog you can see it says "Background" then a long blank box with a small button with dots on right next to it, click it and browse you drive for the ref pic I usually name them ref445x200.jpg or something telling me the width and height, I type that into the horizontal and vertical size boxes! NEXT I created a TUBE with 12 rotation segments(sides) and 1 height segment then I made it editable, selected the faces where it will meet the gun and pressed delete to delete them because they wont be seen anyway!! After that I created a spline to make the fins and I dropped it into a new EXTRUDE NURBS as shown....settings shown below.....

OK in the splines object properties change its "intermediate points" to NONE this will use only the points you clicked when you created the spline and Cinema 4D wont put extra's inbetween, this keeps it low poly...next are the settings for the "Extrude Nurbs"

In the "Extrude Nurbs" change the movement to 10m or something, depends how thick you want the fins or whatever to be also lower the settings for Subdivision as low as they will go again keeping the "extrude" lowpoly

This is a big one :) Its simple really but hard to explain. Basically 1. Click "make editable" and it will convert the "Extrude Nurbs" into polygons as shown in the top right. 2. Drag a box as shown in red to select all the polys, 3. RIGHTCLICK and choose CONNECT, this creates a new object of all the polys joined together, drag n select the original parts again and press DELETE on the keyboard, you are now left with the all-in-one polygon object. 4. Doubleclick to rename it "fin" and as you can see you can still select the side caps by clicking the triangles marked in red.....Phew! it'll soon become second nature to Select, Connect, Select Old and Delete....see easy ;)

OK we have a Fin, I want 4 of em temporarily so I select the Fin in the Object manager (right hand side of the screen) and press CTRL+C to copy it, I then Press CTRL+V three times to paste three more Fins creating a total of four fins, I rotate each one to face 0, 90, 180 and 270 degrees see the box marked in red!

I created a Cylinder and before I make it editable I set the "height segments" to 1 and the sides to 18, also VERY important I change the CAPS segments from 3 to 1. Click "MAKE EDITABLE" as before to turn it to a polygon object! As you can see on the bottom left there are three modes of poly editing, point mode, edge mode and face mode! see next stage.....

1. select FACE MODE, 2. CLICK the select tool, 3. tick "Only select visible elements" in the active tool tab, this restricts selection to faces that are showing, 4. rotate the 3d view around to the back and Select the end faces of the cylinder! holding SHIFT while you select adds to the selection and holding CTRL while selecting removes from the current selection!

Now to Extrude these faces either goto STRUTURE>EXTRUDE or just press "D" click and hold the faces, now as you move the mouse it will move in and out, let go of the button and you can extrude again like in the next stage....

1. Extrude again (following the guns profile in the ref pic) select POINT MODE select these points/verts and scale them down vertically until they are more or less flat, 2. back to FACE MODE extrude again then scale the faces and move them into position again following the ref pic, 3. extrude again then once more, scale down again and move the end faces upwards as shown...

1. Create a box make it editable then select FACE MODE, 2.select the bottom face and extrude (press"D") downwards then 3. scale it in a bit! could of used BEVEL I suppose but extrude and scale has a bit more control

OK I wanna add a bit of detail to the power cell, I select the side faces in FACE MODE, then press "K" this is for the KNIFE, I then drag a line across as shown while holding SHIFT, this restricts it to horizontal, vertical and diagonals, I make another cut a bit higher up as well, as you can see its now divided into three

1. select the face as shown on both sides (rotate the 3d view to see the other side) now press "D"and drag to extrude out a bit, 2. NOW use "I" to EXTRUDE INNER this will extrude the edges inwards inline with the surface, no "D" again and extrude it in towards the centre of the power cell to make an indent on each side.

I decided to add a bit of detail to the main part as well, select some faces using SHIFT to add to the selection and CTRL to minus from it, then press "D" to extrude the six quads out a bit as shown.

I want to extrude a pipe type thing out the back of the power cell so select the strip of faces across the back as shown, the press "K" for knife and drag two lines up (in the back view not in the 3d view) while holding SHIFT to constrain it vertically. Now DESELECT the two outer faces leaving the centre face still selected using CTRL+Leftmouseclick.

1. Extrude four times, each time rotating the faces slightly to create a curved connector/pipe/tube thingy, 2. I knew there was a reason why I marked this, DELETE this face as it will be inside the main part so you wont see it :)

Cinema 4d Low Poly Gun Tutorial: Final Result

Heres the model so far, I made the handle from a cylinder and scaled a few points in and out, I made trigger same way as the fin, drew a spline dropped it into a Extrude Nurbs, made it editable and connected it then deleted the original parts. This tutorial is not meant to teach how to make this gun exactly but give some advice on how to build low-ish poly stuff in Cinema 4D for use in 3D game engines etc. Its around 1000 polys' and could be optimized but with todays and tomorrows GFX cards it shouldn't be a prob :) NEXT page is splitting it into parts for UV mapping!!!

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