Learning character/organic modeling in Cinema 4D


This is my third week using Maxons Cinema 4d and I've been posting my thoughts and first images all over the place. I thought it was about time I brought all my comments together in one place. I've started a thread at CGT that covers all this off and I'll continue to post my findings as I get more familiar with the software and toolset.

First things first. I have not abandoned Silo3D in any way. In my eyes it is still the best value sub-division modeling package on the market. I explained why I was moving over to Cinema 4D in this blog post here. I have spent a long time working with Silo as my main modeling solution and it will take a very special piece of software to make me move on.

A large amount of my first few weeks with C4D has been spent configuring the layout and shortcuts to suit my needs as an organic character/creature modeler. I wasn't thinking about getting heavily involved with the modeling tools at first but as the days rolled on I started to like the toolset and more-so the configurable palettes and layouts. Add to that the power hidden in the scripting and the ability to add those scripts to buttons and the modeling experience becomes very attractive. I remember doing all this with Maya back in version 6.5 but I have found C4D much easier to learn and therefore I want to keep going.

Lots of tools work as you would expect. A character modeler
needs a different set of tools from hard surface modeler. For example I can't remember the last time I used a Boolean operation. The common tools that I use in most 3D modeling packages work as expected including things like extrude, move/scale/rotate/face/point/edge/face/object etc. All very familiar and quickly mapped to my own liking. There are a few quirks and oddities that frustrate me but most can be overcome with tweaks, scripts or plugins.

Symmetry. For a character modeler one essential feature is having the ability to model with symmetry on and all central point to be locked to Zero on X. This is a 'given' to successfully model creatures, characters and heads. In R11 I've only found a symmetry tag which gives me a partial answer but I had to resort to two plugins to get what I needed. Symmetry clamp and Cactus Dans CD Symmetry had what I needed.


Selection of Tri and NGons. Towards the end of a modeling project I like to clean up the mesh removing Ngons and Tris. I have a process where I model a section (an arm for example) then check it and remove what I can using tools like spin quad (an old Lightwave term and favorite of some) or by deleting edges and cutting new ones. Then onto the body, check it, remove what I can etc. If you get into a habit like this you end up with very few stray 3 and more-than-four sided polygons to deal with at the end of a session. I still live by the mantra that the only good mesh is 100% Quadrangles. It is so frustrating to be nearing the end of a mesh and find that you have a stray triangle sitting right on the botton of a foot. To remove it you have to split all the way up the leg giving unwanted edges and poygons. It's much better to keep checking for Ngons and Tris throughout the modeling process and eliminate them whenever possible. To do this quicky and efficiently I like to have the two buttons at hand and mapped to keys (Alt+T and Alt+N)

Select NGons was from Bobtronic here

Select Tri's suggested by VDP at CGT :)

var cnt = op->GetPolygonCount();
if(!cnt) return;

var i;
var poly;
var bs = new(BaseSelect);

for(i=0; iGetPolygon(i);
if(poly->c == poly->d)
bs->Select(i);
}

op->SetPolygonSelection(bs);


Knife. This is a powerful tool and one that I loved in Lightwave and missed in Silo. However, to make it a fast and efficient addition to the toolkit I recorded a couple of scripts with the knife tool with certain settings switched on for example:

1. A Cut button and keycommand (X) which gives me the point to point or edge to edge cutting.

2. The Loop cut button which gives me the full split loop function.

These are all there to be had in the Knife attributes but having them on buttons and keys speeds the modeling process up. You can of course just double click the button to call the tools attributes then adjust them to get the desired effect but, again, this slows down modeling. To keep the processing flowing and more artistic these tools need to be accessable and available at the click of a button. One thing that slows a new modeler down is remembering which menu a tool is located in.

Knife Tool in Loop Mode:
CallCommand(1016030); // Knife
tool()#MDATA_KNIFE_MODE=2;

Tweak. The definition of tweak (for me!) is the ability to move componant parts (point, edge and face) in 3D space without having to select them first. In C4D you have to enter Tweak Mode and leave Default mode. Then when you've finished the tweaking go back to default mode. I am mush more comfortable having Tweak assigned to a Key hold so that you can quickly enter and leave the mode with the press/hold of a key. An analogy I use is that if you were writing a book you would not want to repeatedly press CAPS LOCK on and off all the time when you could simply hold down Shift for a capital letter. To improve things slightly I recorded a script that enters Tweak mode and also enters move mode. It only saves a single keystoke but you do use tweak with Move for 90% of the time.


Brush increase and decrease. This is a must and was achieved with a simple script from here. I much prefer mouse-wheel-roll for this sort of stuff but that is not implemented in the latest release. I got it here

Smooth (Average vertices): This is a vital modeling feature for me and it took me a while to get familiar with it in C4D. My favorite way to do it is to have a selection with an area effect and fall off (example: Select a nose and the effect falls off onto the face). Once selected I like to call the smooth command using a mouse wheel roll to run it incrementally. This isn't available in C4D so I use a combination of things to achieve the same effect. I use Live select in edge or face mode. Select the area I wish to tighten then call Brush>Smooth from my palette and click the area. This tightens the mesh giving the smoothing effect in the selected area. The other way is to call and use the 'Iron' tool. This is pretty much a tighten/average verts command but it feel clumsy at first.

Using the HUD. The HUD allows you to add certain menu items to the viewports. I like to add relevant sliders (Soft selection radius being a well used example) to a viewport to keep things flowing. You can save the document as template.c4d and that retains these HUD items but I'm still undecided if that's the best way to do it. The jury is out on this one so far as I am finding new and better ways to do this every day.

Retopogise: This is a great little script (a few lines of code is all that's needed) from Thomas Paleka at CGTalk. This little retop feature gives me a powerful little tool that allows me to generate my new geometry onto an existing high poly mesh. This is the best way to make clothing that fits a character and change bad edge flows. It is essentially the create- polygon tool with added oomph!!!

Loop and ring select. These work well and are well used.

Extrude/Smooth Shift/Matrix extrude all work perfectly and have lots of settings. I keep them handy in my modeling palette and have them mapped.

I intend to keep adding to this blog post so please check back if you are new to C4D. Please add your comments/additions/amendments below if I've missed something or you know of a great tool for organic modelers in Cinema 4D.

I need to say a massive thanks to everyone at CGTalk and on Twitter that has supported me in learning Cinema4D in recent weeks. And a couple of special thanks to Rob Redman from Pariah Studios. His tutorials have been a godsend. And to Dave Davidson who has put up with me pestering him for years now. Follow these guys all on twitter! It's well worth it!

___________________________________________________________

Draw the Line time again!



"Draw the Line" is a growing creative Liverpool art social event aimed at the everyman and artist alike to unite under one roof and enjoy a casual scribble.

Check here for information on upcoming events, look at photos from previous sessions and spot your own artistic contributions. Stay tuned and get involved.

Next Events:

Thursday 5th November - Django's Riff - 8PM onwards

Remember Remember the 5th of November, as we'll be having a

little give-away bonanza of some Art software DVDs

generously provided by Glen Southern, don't miss out!

Thursday 13th November - The Masque - 10PM onwards

A new and exciting venue to add to the list of places most doodled,

cheers to "Eat your Greens" for the invite!





___________________________________________________________

Blogging from Loch Ness and another CGTweetup on the way in December

I'm taking a weekend away from working and spending it in a log cabin with the family on the shores of Loch Lochie in Scotland. Josh (5) has wanted to visit Loch Ness for some years now and is sure he can locate Nessie. His facts and evidence have been drawn together from Scooby Doo and the Blake Clan and from 'The Water Horse'. I'm actually quite convinced by him and who am I to squash his dream. We looked at the Google Earth shots that clearly show a monster swimming in the loch and after seeing that we booked the trip. He is beginning to understand natural selection and is very clued up on fossils and dinosaurs so he is looking for a Plesiosaur fossil whilst were here. He is also influenced by Pokemon so he keeps telling me there is a creature in every Loch in Scotland and that here on the shores of Loch Lochie I could find Latios and Latias.

Ok, back to reality I think. I had a great Thursday evening in the company of my good friend CGTweetups Ant Filice in the Baltic Fleet public house in Liverpool. We had organised a meeting to plan the next CGTweetup and we had arranged to meet in Circo in the Albert Dock. After receiving a text telling me Circo were holding a fashion show it was either a night in drag or a trip across the way to the Baltic Fleet. I look shit in heels so the Baltic won. We got together with the guys from Draw-the-line, Glenn from Sparkle Media and my new ZBrush-wielding buddy Abe.

The outcome of the meeting is that we are planning to hold a combined CGTweetup and Drawing event in Liverpool on the 4th of December! Thats right, a room full of 2D and 3D artists all getting drunk and chatting and drawing and did I mention getting drunk! What better time to meet like minded people and make some new freinds and discuss what you're working on and what you want to work on. Details will be coming soon via twitter and CGArtist daily

And whilst you're waiting why not join the next Draw-the-line event:

"Draw the Line" is a growing creative Liverpool art social event aimed at the everyman and artist alike to unite under one roof and enjoy a casual scribble.

Check here for information on upcoming events, look at photos from previous sessions and spot your own artistic contributions. Stay tuned and get involved.

Next Events:

Thursday 5th November - Django's Riff - 8PM onwards

Remember, Remember the 5th of November,

Drawings and Doodles; the lot!

___________________________________________________________

Moving on to Cinema 4D and why.

Over the past decade I've tried out most of the highend 3D packages on the market. In this last week I've decided to adopt Maxons Cinema4D currently in version 11.5. I wanted to post a bit of an explanation as to why I decided to use C4D and the thought processes that got me here.
I cut my 3D teeth in the early 90's on 3DSdos on a 486 pc. I had been dabbling with an Amiga 1200 for years but never managed to create anything worthwhile. I liked the forerunner to max but I didn't really know any different. I learned all about NURBS with the amazing Rhino but quickly decided hard surface modeling wasn't for me. In 1999 I began to learn Lightwave and got very interested in a new program called ZBrush. Lightwave was a powerful subdivision modeling package but was missing some crucial tools at the time. Around the same time I was trying Caligari Truespace and an early version of Poser neither of which inspired me and I quickly stopped using them. ZBrush rocketed into the limelight with version 1.23b and grabbed the interest of the gaming world whilst Lightwave ambled into the new millennium with minimal changes and still missing things like ngons and a decent mirror function.
I really needed to find a solution to get my ZBrush sculpts into a rendering package and utilize displacement and normal maps. I've always thought of myself as an Illustrator who uses 3D, I don't animate and never want to. Having the ability to render your own characters and creatures is crucial and I just wasn't getting it.
I tried XSI, 3DSmax, Maya, Cinema4d and Modo but these were all big packages that can do much more than just model. I looked at the dedicated modeling packages at the time and tried Hexagon, Clay, Wings and Silo3d. For me, Silo won hands down and I've been modeling exclusively with it for over 5 years now. SO much so that I neglected to keep looking for the best render solution and focused just on my modeling skills.
So for the past few years any job I took worked like this: core polygon modeling all done in Silo. UV mapping in Headus UV. High polygon sculpting in ZBrush. Retopologizing done in Topogun or Silo. Texturing and map creation in ZBrush and Photoshop. Lighting, shaders and final renders.......errrrrr....And therein lies my issue!

Where to go from here. For some reason I've struggled to become proficient in any of the major rendering packages. I've been plugging away at Maya for years but find it hard to get good results at a speed that matches my modelling. Having spent a year working on improving my design skills including illustrator, toy design, pencil and ink work and marker work, I now need to firmly establish myself as a 3D illustrator by adding rendering to my skill set.
Hence a return to Cinema 4D, a package I had tried early in the decade and turned away from. Most of the people I've met this year in the toy design world are using C4D. Not exclusively but it was a high enough number to make me download the demo and take another look under the hood and Wow! was I impressed. It's easy to use. It's clearly laid out and it isn't hard to work out what everything does. It will take a lot to get me to stop using Silo as my core polygon modeling solution but this is the closest I've come. I was waiting for Blender 2.5 and I was hoping to adopt that package but having had a week with C4d my fate is sealed!.


As ever, theres people that help you along the way in life. For this little part of my journey I need to thank Dave Davidson, C4D guru. Glenn from Sparkle Media and my inspirational buddy Ant Filice. Pay it forward folks. You get more back in the end!




___________________________________________________________

SouthernGFX is down but not out

I've been having major issues this week with SouthernGFX. It turns out that my host had an over capacity issue which has never happened in all the years he's kindly hosted for me. Apparently it's all fixed now at their end but I seem to be missing pretty much everything. No site, FTP access, linked images etc. All down at my end. I'm being told that by friends around the world that they can access the site but that it now has errors. Very weird! All my linked images at the forums I post on are currently missing which is frustrating for anyone reading any of my posts.

On a brighter not the character work for Sparkle Media on Spring Heeled Jack is going well. As I've said on my forum it is nice to be working on a projects that I can share as it progresses. I've been posting everything at Twitsketch but luckily I've mirrored it all in my Flickr account which isn't affected buy my server problems.





___________________________________________________________

Draw the Line at Django's Riff in Liverpool


Anthony from CGArtist Daily and myself goodself took an evening off our busy schedules and made our way into the heart of Bohemian Liverpool on Thursday evening. We joined in with a Draw the Line event at Django's Riff right in the center of town. If you like relaxing with a group of artists from a wide range or backgrounds and skill levels it's worth a visit. It's held on the first Thursday of every month. I was surprised how friendly the atmosphere was and how comfortable if felt sitting in the middle of a club scribbling my doodles on a table top whilst having few scoops. Looking back my only issues is that I didn't take more photos of the end results. Video cam next time!. A big hand clap for Mike Snowden (www.themicrocosm.co.uk) the organiser of the evening.






___________________________________________________________

Dinosaurs rampaging around a German TV show

Dinos invading a German TV show. I love it!.



___________________________________________________________

Spring Heeled Jack - Concepts

These shots are some concepts for Glenn at Sparkle.tv for a character called `Spring Heeled Jack. Very early days in concept terms and to be honest this is the result of my very first sketching session





___________________________________________________________
Needed some 'BugEyed Alien Reference' so I ZBrushed a Sphere for half an hour. See the full forum thread here



__________________________________________________________

My naughty Toys help launch theTwitsketch forums

I've just posted my 1000 Twitter message in 6 months! Not sure if that's good, bad or completely irrelevant. It took me 5 years to post a 1000 messages at ZBrush Central so I must have been waffling a lot this year.

___________________________________________________________