AUGUST 07, 2003
Cinema 4D Quick Tip: Keeping It Simple
Modeling and animation techniques that save time
by Ko Maruyama
Page 2 of 4

Part One: Making the shark
This is the hard part, but it's not too tricky.[an error occurred while processing this directive]Start out with a cube. I've made 2 segments along the X so it will be easier to halve later. Create an editable object (C or Structure > Make Editable).



Because we're going to use a symmetry object to complete the shape of the shark, we'll only have to model one side of this object. Along the Y-axis, delete the polygons from the left side of the cube. Select the points tool and the direct selection (arrow) tool to choose the leftmost points. Shift click will add to your selection, while Control-click will subtract from your selection. We'll delete more unwanted points and polys later.



Rotate the image three-quarters to the right. We'll need to extrude and move the polygons and points of this object. In order to extrude the polygons, click on the polygon tool and select the faces you wish to extrude. We'll extrude the front panel, the head. D (or Structure > Extrude) will bring this forward when you drag the mouse. Clicking and dragging the mouse allows you to interactively set the offset for the extrusion.



Scale and Move tools allow you to change the size of those head polygons and move them up to near the top of the model.





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