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Daylight tutorial by Carles Piles !
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This amazing 3d scene, entitled Daylight, was created by Carles Piles. Read how the scene was created in the tutorial below. Download the model scene for FREE !
Requirements: Cinema 4d
Carles Piles:
URL: www.3dluvr.com/carles
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1. The main element in the scene is the bridge, which is done using extruded objects; except the bottom ornament, which is a sweep nurbs object.
First I draw all the splines in Freehand 8. (You can create splines in Cinema 4D, but it is more comfortable for me to work in a vector-drawing based program, since they have may tools geared specifically to the manipulation of vectors.)
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2. Next, I exported ALL the splines to Illustrator, and later imported them into Cinema 4D.
Important: To do this (import all objects), you must check "Group" and not "Join" at "Import/export settings> Illustrator" to obtain separate objects to extrude later using different values for each one.
Using this technique all objects are already placed. Then, take each spline, one at a time, and drag it into the "Extruders" (extrude nurbs objects). I used "Cap and Rounding" for all extrusions to keep the edges from appearing hard.
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When all splines are placed into the corresponding extruders, move objects in the Z axis to position the construction ornaments to the outsides, and the main bodies to the insides.
To create the bottom ornament I have a shape, and the bottom ornament path. I drag them both into a "Sweep Nurbs Object".
To finish the bridge, I duplicate the objects and elements I need, and put them in position.
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WALLS - Walls are simple cube combinations..
REAR AREA - The rear area is created using cubes, except the railing sticks;
they were done using a
combination of 1 cylinder and 2 spheres for each stick.
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3.
FIGURE
This person really isn't a full person! Is quite simple, really. I only modelled the visible parts (the figure is very small in
the scene and seen from the back).
To make the cape I created bezier-splines in Cinema4D and I dragged them into a "Loft Nurbs Object"(later, we can use a bump map to give more details to the cape). I can modify splines placed into Loft Nurbs Object, and view the results in real time.
To make the hat and the hat-feathers I used "Loft Nurbs" as well. (Really realistic feathers can be created by the use of Alpha Channels for
transparency).
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To make the arms/legs I used "Capsule Objects". The feet are deformed cubes, the head is a sphere, and the sword is a modified capsule! This person doesn't have a body; I only created the parts that would be visible from my camera. This "pseudo-figure" looks ugly too, close-up but the camera is far enough away that this really isn't an issue.
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4. TEXTURES
There are only a few textures in this scene. They are:
A. a stonework map for all walls
B. another stonework map for the floor
C. my own stone map (rouged grey) for the sculpted stone
D. plain colour textures + bump + diffusion (fractal noise) for the
clothes
E. a bit of fresnel in colour texture with alpha channel activated
(holes) for the feather
F. a background map
For the stonework textures I activated the diffusion channel and loaded the new plug in "DirtyNUTs" shader. This shader creates an automatic "dirt" effect where ever it is applied.
Mapping was really fast, mostly applying a cubic mapping to object groups and adjusting the number of tiles in real-time in the editor view. I played with the tiling until I liked what I saw.
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