A Doraemon Modeling And Rendering Tutorial In C4D

This is a cartoon model of Doraemon production process, the main software used is Cinema 4D, the specific production steps are as follows,

First, head production

  1. In the front view mode, press the shift+V key to select the background and place the material "Doraemon" into the front view. Set the horizontal offset to "-10" to align it with the reference line for easy operation.

  2. Create a new "sphere", press the E key to adjust the position, press the T key to resize it to match the position of the head in the reference image, and then convert the "Sphere" into an editable object. In online mode, use the box tool to select the bottom edge and press the Delete key to delete it. Then adjust the size of the sphere so that it is the same size as the head in the reference image. Create a new "HyperNURBS" and make "Sphere" a subset of "HyperNURBS", making its edges more rounded and natural.

  3. In the front view mode, create a new "sphere". Use the same method to adjust the position of the line segment layer by layer to make it exactly coincide with the position of the face in the reference picture. Create a new "HyperNURBS" for the sphere to make its edges more rounded and natural. Rename the two "HyperNURBS" to "Face" and "Head" respectively.

  1. Create two new shaders to adjust the color to blue and white, giving the "head" and "face" respectively for easy viewing. Use "Booleans" to cut the appropriate size in the "head". Results as shown below.

  2. Add a "FFD" to the face model to adjust the position of the point.

    Second, production of body
  3. Create a new "sphere", resize it so that it matches the position of the body in the reference image, and rename the "sphere" to "body". Then use the method of making the head to create a "belly", remember to add HyperNURBS. Then adjust the size of your body and stomach.

  4. Create a new "Tube" to make the collar, resize and position and assign a red shader. Then use 2 cylinders to make your feet. Remember to change the names of all parts.

  5. Now make the bell and add HyperNURBS to it. Then resize and position.

  6. Use the sphere to make the exit pocket using Booleans to resize and position. The arms and hands are also made using a sphere.

Third, the production of eyes, mouth, noise

  1. Create a new "Disc" and adjust the position and size to match the position of the eye in the reference image. Then adjust the position of the point in point mode and pull out a little thickness, then use Close Polygon Hole. Make a copy and make your eyes. Remember to change the naming. Create a new eye shader.

  2. Use the "brush" tool to draw the mouth of Doraemon, the effect is shown below.

  3. Use the ring to create your mouth and nose. Use the sphere to create the tail, remember to modify all layer names.

  4. Adjust the position of all parts.

Fourth, rendering

  1. Blue shader

Create a new shader and set the texture to "gradient" in the color channel. Modify the color parameters to set the gradient to dark blue and light blue. In the bump channel, set the texture to "Simple Noise" to give the head and body a blue material. Copy a blue shader, set the color to white, leave the other parameters unchanged, and then give the face and body and hands. Also need to create a new gold shader, modify the color parameters, set H to "35.866%", set S to "100%", and set V to "70.196%". Add a "GGX" to the reflection channel and set the roughness to "15%". In the layer Fresnel, set Fresnel to "conductor", preset to "gold", and assign it to the bell.

Set up a simple scene, the effect after rendering is shown below.

Design by An Qi.


Using Octane for C4D to make a natural scenes (1)
Using Octane for C4D to make a natural scenes (1)
As the leading in the CG industry, Fox Renderfarm will always gather some tutorial about 3D software, renderers. In this article, we will teach you how to make a natural scene in Octane for C4D. In terms of scenes, there are many types, like sci-fi scenes, realistic natural scenes, cartoon scenes, and so on. Different scenarios have different ways of creating them. We will use one of the production methods to explain the process and ideas of the creation of realistic natural scenes. Realistic natural scene reference Scene construction Taking the reference picture as an example, the scene ground is mainly divided into two materials, the middle is the road, and the two sides are the muddy mountains. According to the reference picture, the middle ground is a long road, so first create a ground in the C4D according to the reference picture, then use an ‘Octane Daylight’ to properly adjust the angle of the light to simulate the sunset. Firstly, creating a standard shader to make the land, in the mountains you can turn off some unwanted reflections, just use diffuse reflection, then add color, AO, Normal map, and adjust the UV mapping. The next step is to add plants using Cinema 4D’s Forester Tree and modify the tree type in the Tree Library. Before the modification, you can look at the trees in the reference picture and modify the size, height, color of the leaves, length of the branches, etc. according to the reference trees. After modifying the parameters, Before using cloning, you need to make several different shapes of trees. Adjust the height and shape of the tree to use as a cloning template to avoid being too repetitive in the final use. Here we use the Octane’s Clone. First, create an ‘Octane Scatter_Tree’ group and drag the three trees you just made below the ‘Octane Scatter_Tree’. Then use ‘Octane Scatter’ to clone the tree onto the ground of the well-prepared land. Changing the way of generated trees by Distribution to clone in the Surface. Add a layer of Noise in the Distribution under ‘’Octane Scatter to find the appropriate Noise type. Adjust the size of the tree and the direction of rotation. Now adjust the material of the leaf, first convert the material to the material of Octane, and then adjust. Copy a copy of Diffuse to the Transmission to increase the transparency of the leaves and look closer to the real feeling. Then adjust the trunk to achieve the final effect. Next, use Multiflora under Forester to select a suitable grass for adjustment. Use Multiflora to add some other plants. Continue to add other plants, adjust the size and position of the plants, make the grass look diverse, and adjust the plant material. The big environment has been built, and we will publish the part 2 next time. Article written by 3d artist Qixi.
C4d Tips - Set Your Own Custom Preset
C4d Tips - Set Your Own Custom Preset
This article is organized from the leading provider in the CG industry, Fox Renderfarm. This is a Cinema 4D tips, I hope it can help you. First of all, let's ask you the following questions first. Have you ever tried to customize the UI layout in Cinema 4D and want to use the same layout on other machines? Have you tried changing the settings of the shortcut keys in c4d and want this setting to follow you in the other machines? Do you want Cinema 4D to have a special set of its own, and this setting can be used with which machine you go to? When you don't use this machine, there is no trace of the machine you used. When someone uses your Cinema 4D software, it shows the default settings, and when you use it yourself, it shows your own unique settings. One day, when you want to make major changes to the settings of the c4d software, but are afraid of problems after the changes, is there a good way to restore the settings back to the beginning? Have you ever thought about the Cinema R19 on the same machine, can be installed several versions of Arnold? Ok, the following little tips can help you to solve the above questions. The tips are to change the preset position of c4d, pointing to a different location in different situations. In the normal situation, we open Ctrl+e in c4d to open the preset window. In the bottom "open preference folder", the default preset path of c4d is opened. In this directory, the plugin can be placed in the plugins directory, like some lighting presets or scene presets you can put in the library directory. Let's change the preset position to customize our own presets. 1. Create a folder to place your preset. We tested it and put it in D:\Temp\C4d_R20. 2. Create a bat file, the name can be a word or use that makes sense to you. Our test is called C4d_test.bat. 3. Open the C4d_test.bat. Enter:"C:\Program Files\MAXON\CINEMA 4D R20\CINEMA 4D.exe" -g_prefspath="d:\temp\C4d_R20". 4. Double-click it and run the C4d_test.bat. Open the software, Cinema 4D R20, then use ‘Ctrl+e’, to open the preset window, you can see that the default folder path has been pointed to the d:\temp\C4d_R20 directory, which we created. Open the directory to see the same directory structure as the default directory. 5. Let's understand the meaning of this sentence in bat: "C:\Program Files\MAXON\CINEMA 4D R20\CINEMA 4D.exe" -g_prefspath="d:\temp\C4d_R20" Among them: "C:\Program Files\MAXON\CINEMA 4D R20\CINEMA 4D.exe". This is the installation directory of Cinema 4D, you can change to your own Cinema 4D version and installation directory. -g_prefspath This is a c4d command that specifies a default directory for R16, R17, R18, R19, and R20. ="d:\temp\C4d_R20" The specified default directory can be replaced with the location you want to set the preset. This directory must exist. It should be noted that, 1. All punctuation marks in the command line are English symbols. -g_prefspath="d:\temp\C4d_R20" The ‘=’ there must be no spaces on both sides of the equal sign. 2. Versions prior to C4d R15 include R15, R14, and R13, the ‘-g_prefspath’ is replaced with ‘-homedir’ and there is no ‘=’, it should be as follow, "C:\Program Files\MAXON\CINEMA 4D R15\CINEMA 4D.exe" -homedir "d:\temp\C4d_R15"
Tutorial: Cinema 4d Mograph Effectors Correct Rendering Method
Tutorial: Cinema 4d Mograph Effectors Correct Rendering Method
This tutorial is made by the artist from the leading provider, Fox Renderfarm. It is about Cinema 4d Mograph Effectors correct rendering method. Not only in using is consistent with the local machine when rendering. The specific steps are as follows, 1. On the object to which the Mograph Effectors is added, click on the ‘Mograph cache’. 2. Set the number of frames you need to render, and the storage location of the output buffer (recommended to select non-B, C, D drive letter directory) 3. Click the ‘bake’. If the output is successful, there will be a memory used below the panel, indicating that there is already a cache size, and the Mograph icon will turn green. 4. Click on ‘playback’ to check if caching is enabled, as well as the path. 5. You can turn off the Mograph Effectors and check if the cache is correct. If the dynamic is consistent with the local machine. That is mean that the rendering output successfully. 6. Package the assets, then upload and submit it to the .

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