Hard Surface Sculpting and Retopologizing in Cinema 4D
2h 36mAdvanced2015-03-17
Authors

Adam Trachtenberg
Freelance 3D Artist based in Miami, Florida
Course details
Using CINEMA 4D's sculpting tools, you can create hard surface models without the constraints imposed by traditional polygon and NURBS modeling techniques. Then you can retopologize your sculpt to produce a lighter model more suitable for complex scenes and animation. Your sculpted model becomes, in essence, a frame around which you can build a well-constructed polygon model.
In this course, modeling expert Adam Trachtenberg shows viewers how to use the sculpting tools in C4D to create a hard surface model, retopologize the sculpted model, return to sculpting mode to add fine details, and generate texture maps that approximate the illusion of detail—without the weight of polygons. He demonstrates the steps using a fantasy spaceship model, the kind you'd see in professional video games, television, or feature films. Watch and learn how to use these techniques to build your own.
Learning objectives
Sketching the rough form
Building a simple polygon model
Working with C4D's sculpting brushes and masks
Retopologizing the sculpted model
Creating bump, normal, and displacement maps to add fine detail
In this course, modeling expert Adam Trachtenberg shows viewers how to use the sculpting tools in C4D to create a hard surface model, retopologize the sculpted model, return to sculpting mode to add fine details, and generate texture maps that approximate the illusion of detail—without the weight of polygons. He demonstrates the steps using a fantasy spaceship model, the kind you'd see in professional video games, television, or feature films. Watch and learn how to use these techniques to build your own.
Learning objectives
Sketching the rough form
Building a simple polygon model
Working with C4D's sculpting brushes and masks
Retopologizing the sculpted model
Creating bump, normal, and displacement maps to add fine detail
Skills covered
CINEMA 4DMAXON3D AnimationRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Welcome
- 02 - Using the exercise files
1. Building the Base Model
- 03 - Why we sketch first
- 04 - Sketching the rough form on paper
- 05 - Sketching the rough form from a cube
- 06 - Employing knife cuts to shape the model
- 07 - Extruding polygons
- 08 - Preparing the base mesh for sculpting
2. Understanding Sculpting Brushes and Masks
- 09 - Learning the importance of working low to high
- 10 - Using Sculpt Symmetry
- 11 - Exploring form with the Grab brush
- 12 - Building mass with the Pull and Wax brushes
- 13 - Checking out the Wax brush
- 14 - Exploring the Scrape and Fill brushes
- 15 - Working with the Pinch brush
- 16 - Using the Flatten brush
- 17 - Sculpting layers and using Erase
- 18 - Using masks to create hard surface transitions
- 19 - Modeling session
3. Setting the Stage for Retopo Work
- 20 - Extracting the retopo target model
- 21 - Preparing the target model
- 22 - Introducing the Polygon Pen Create tools
4. Retopologizing the Model
- 23 - Strategizing the new topology
- 24 - Creating the new topology
- 25 - Checking the model's integrity
- 26 - Setting up basic UV mapping
- 27 - Adding geometry with standard polygon tools
5. Sculpting the Fine Detail
- 28 - Returning to sculpting
- 29 - Cutting in the detail
- 30 - Using spline snapping
- 31 - Using stamps
- 32 - Using stencils
- 33 - Baking out the maps
Conclusion
- 34 - Next steps