From the course: Cinema 4D R20 Essential Training: Motion Graphics

Volume modeling a bottle - CINEMA 4D Tutorial

From the course: Cinema 4D R20 Essential Training: Motion Graphics

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Volume modeling a bottle

- [Instructor] In the previous chapter we modeled a sport's drink bottle, primarily using primitive objects. Well, let's bring that into a new modeling work flow, the volume modeling work flow. So, as we've learned in the previous movie, volumes are new features Cinema 4D R20 and we can achieve some amazing modeling results in a relatively short space of time. So instead of having all these individual cylinders, and things like that, what we want to do is mesh these together and we're going to use volumes for that. So I'll bring in a volume builder, that's the first step, and I'll bring it in to hierarchy and I think I just want to work with cylinders one, two, three and four. So with the volume builder selected, what I'd like to do know is select all these cylinders that I'm interested in and make them a child of the volume builder. I'm going to hide what I'm not interested in at the moment, just so it's a bit easier to see in the viewport and we'll make sure our volume type by default is the signed distance field which is great for this kind of application and the voxel size is a bit large at the moment, we need to lower this to increase the resolution. So I'll make that two. And now we start to see the shape of the bottle. It's looking a bit bumpy, maybe we want to smooth it out, we can use a smoothing layer, and that's by default, if we just bring this up, we can just see what's going on here. The Gaussian type is a bit too smooth, maybe something like Lablacian flow, that's going to do something better for us, so if I just toggle that on and off, you can see it's just smoothing out some areas quite nicely while maintaining the structure that we have. And so, to render this, because it will not render when it's in just the volume builder. We need to go ahead to the volume and we'll press alt and we'll create a volume measure and now you can see how dense that is. That's the polygons that are created. So rather uniform in size, which is great. I'm going to press n, a, just so it's not so dark there in the view and now we've got this simple object which is really great, this is what we wanted. So I can just navigate around that and I'd still like to smooth this off a bit more and I can actually do this with a deformer. If I press alt g, I'll group that into a null, downshift, and we'll bring in a smoothing deformer which is all the way over here, and what I'd like to do is initialize that object and we'll just leave it like so. If I toggled it on and off, you can see it's just smoothing out the look of that now. And it just looks a bit better, a bit more visually appealing. And of course you can dull this in, maybe just 50% will do, it's just enough. So what we've done if we unhide the other objects, we've now achieved our goal of taking those individual primitive objects and putting them into a volume builder and then meshing them to create this simple object for the bottle.

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