The Razorback – Part 53: Creating Battery Cables

January 7, 2014

Thumbnail for the battery cables video

In the below video, we take a look at creating some battery cables using a few modeling techniques. The actual connector is created using some simple polygonal modeling, and the cable is created using a SweepNURBS object and a few deformers.

Head on past the break to see the video, and do let me know what you think of it.
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The Razorback – Part 51: Additional Detail for the K.E.R.S. Housing

December 22, 2013

Additional K.E.R.S. details

In this installment of the Razorback series, I’m adding additional detail to the already stylized K.E.R.S. housing for the machine.

Initially we create some arbitrary indentations and realign the cabling to fit. While creating the indentations, we ensure that the edges are realistically beveled. Once we’re happy with the indentations, we actually set them up to look like removable panels. (more…)

Controlling Animation with Effectors in Cinema 4D

December 16, 2013

Field of sunflowers

We start this tip by looking at a simple animation of a flower growing/blooming; nothing too amazing. It’s the subject of the video and we take a look at how we can drive its animation timeline using MoGraph and a couple effectors.

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Sweeps and Rail Splines in Cinema 4D

December 9, 2013

Final shot of the rail spline results

The Extrude, Sweep, and Lathe are very useful objects in any 3D program. Cinema 4D lends itself very well to traditional designers, mainly due to the fact that it effortlessly imports Bezier splines from Illustrator. So, we can use splines drawn in Cinema 4D or in another program to Extrude or Sweep; but what happens when we need more control over the details of the generated object? (more…)

Breaking a Column with Thrausi

December 3, 2013

The column with complex breaks being simulated

This video covers quite a lot. It doesn’t really belong in the Five Minute Tips section due to the length, but there are always exceptions to the rule. (more…)

Using Pairs of Target Objects in Cinema 4D

November 17, 2013

The finished arm and ram

Cinema 4D has a lot of options if you want to rig your objects to obey simple constraints. In the latest versions, you can use Expresso, character animation tools, and some other miscellaneous rigging tools. The tip in this post relies on one of the oldest expressions in the Cinema 4D tool box; the Target Tag. (more…)

Two Basic Extrude Tips in Cinema 4D

November 7, 2013

Two Basic Extrude Tips in Cinema 4D (Time 0_04_30;22)

This tip comes to us via one of my viewers. The question submitted was specific to the first example in the video. It had to do with creating an extrusion (inwards) near the edge of a cube—what do we do with the extra polygons, and what’s the easiest way to accomplish this? Unfortunately I don’t have a magic solution, but I can show you how I solve the issue in my own modeling. (more…)

Converting Edges to Splines in Cinema 4D

October 10, 2013

Converting-Edges-to-Splines-(Time-0_03_09;06)

This tip focuses on the relatively simple task of converting some edges to a spline. While this is a simple task, it’s not intuitive or immediately clear that it’s even possible. I hope the video below shows you something new, and that you get to use it on a project in the future.
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Including and Excluding Lighting in Cinema 4D

October 3, 2013

Wireframe image showing the mixed lighting

Lighting in Cinema 4D is relatively intuitive and easy. There are a few tools available to us that make it a bit more powerful however. One of these tools (that’s been around for a long time) is the Include/Exclude list for objects in the scene.

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