3D Character Creation in Cinema 4D: Modeling a 3D Robot | Moy Lobito | Skillshare

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3D Character Creation in Cinema 4D: Modeling a 3D Robot

teacher avatar Moy Lobito

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

22 Lessons (3h 44m)
    • 1. Introduction

      1:02
    • 2. Modeling the head

      9:07
    • 3. Modeling the Eyes

      16:57
    • 4. Modeling the Upper Body

      16:06
    • 5. Modeling the Spine

      7:53
    • 6. C4D Backups

      3:12
    • 7. Modeling the Pelvis

      8:22
    • 8. Blocking Up the Character

      6:38
    • 9. Modeling the upper leg

      8:29
    • 10. Modeling the lower leg

      11:32
    • 11. Connecting the upper and lower leg to the knee

      13:21
    • 12. Making the Legs Work Independently

      10:30
    • 13. Modeling the Arms - Creating a round grid for the upper arm

      16:33
    • 14. Modeling the Arms - Creating the shoulder and lower arm

      19:32
    • 15. Modeling the Feet

      9:12
    • 16. Modeling the left hand

      18:30
    • 17. Adding details to the left hand and creating the right hand

      11:48
    • 18. Modeling the Decorative Skull

      7:59
    • 19. Texturing Our Character

      12:22
    • 20. Creating the Background Set

      4:31
    • 21. Lighting and Rendering the Final Scene

      9:09
    • 22. Final thoughts

      1:17
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About This Class

In this course you  will learn the process of creating a 3D robot in Cinema 4D. We will start with an empty file and work our way up to modeling, texturing, and rendering a 3D character that looks awesome and is animation friendly. 

We will get the most out of the different tools that Cinema 4D offers, implementing different modeling techniques as well as a recycling method that will help you save a lot of time in this and any other 3D project you work in the future. 

Then, we will texture our character using both, stock materials that Cinema 4D comes with, and materials that we create ourselves.

Finally, we will use a few HDR images to lit the final scene, and make some amazing renders.

This course focuses on creating the 3D character you can see in the promo video, but you can use the techniques you learn here to create any other robot you want. 

I’m confident that at the end of this course you will have a solid understanding of the 3D modeling process and you will be able to start creating your own 3D characters. 

What you’ll learn

  • Model beatutiful and cool looking 3D robots.
  • Understand the character modeling pipeline in Cinema 4D.
  • Create 3D objects and characters that are animation friendly.

Are there any course requirements or prerequisites?

  • Students taking this course should know the basics of Cinema 4D and 3D in general.
  • Students should have Cinema 4D installed in their computers.
  • Students must have a desire to learn and practice new 3D skills from Day 1.

Who this course is for:

  • This course is for anyone interested in improving their Cinema 4D skills.
  • This course is for 3D sudents who want to take their skills to the next level.
  • This course is not for complete 3D begginers, although they will also enjoy and learn a lot from

Meet Your Teacher

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Moy Lobito

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Transcripts

1. Introduction: Hello, everybody. And welcome toe this fantastic cinema for the course. Chances are that you know me already, but if you don't, my name is moist, says Paris. And I would love to teach you how you can create beautiful three D characters like this one , and we're going to cover every single step off the process. You will learn how to model each and every single component off these character on for these were going to use different modelling techniques. Then we're going to Texas our character on Finally, we're going to use on age the right image to light our sin and create a beautiful three D render So you can learn how to create a beautiful three character like these one. No matter if you are a beginner or an advanced student. Thanks a lot for your time on. I will see you inside 2. Modeling the head: Hello class and welcome back. In this lesson, we're going to start modeling our 3D robot. And to start, I want to show you the folders that I have created for our project. So let me go to my Finder and you can see that I have a new folder called 3D robot. Now let's open that folder up. And you can see that I have a folder for my backups, which is called C4D backups, another one for my renders, and another one for my textures. Now, let's go to cinema 4D. And the first thing that I want to do is to change the layout to modelling. Now, I'm going to go ahead and save this file. And I'm going to save it inside of my 3D robot folder. And I'm going to name it 3D Robert. All right, so let's start making the head of this route. And to do that, I'm going to create a new cube. And I'm going to change the display mode so we can see the different segments of this cube. Let's increase their segments for x, for y, and for z. That should work. So now let's make this editable object. So now let's go to the polygon mode, select all of our polygons and scale them down in the y-axis. And I'm making sure that I'm pressing the Alt key. I'm going to create a new subdivision surface object, and I'm going to rename it to head and also our cube. Now, I'm going to use the live selection tool, making sure that the only select visible elements are options is turned on. And I'm going to select those four polygons. And I'm going to move him a little bit more. And I'm going to do the same with those four polygons on the sides. I'm going to select them and using the scale tool and going to scale them out. I'm going to take those polygons at the top and I'm going to move them up. And now I can turn off the grid. So I'm going to change the display mode again. And let's see how this is going. And I like it. So what I'm going to do now is to go to the back, select those four polygons and move them as well. Just like that. All right, so this is going to be the base. Now let's select all of the polygons at the bottom and pressing letter D to bring out our extra tool. We are going to make a new extrusion. Now, I'm going to move these polygons down a little bit more. Tourists like that. And now these polygons are taking the shape that we want. But I want to take those polygons at the bottom and the vibrant. So I'm going to go to the edge mode, use the ring selection tool to select all of those edges. And I'm going to use the edge CAT tool to make some divisions in those edges. I'm going to use two for the subdivisions. And I'm going to turn off the create and gums option. So we have now some new Polya's. So let's use the extra tool again and make a new extrusion, selecting all of those polygons. And now I'm going to use the scale tool to scale these polygons down on the x-axis. And I'm going to move him like so. And then I'm going to select all of the polygons, have the back and move him back into place, like so. And I'm going to let the polygons in the middle and move him just like so to give it some routers to this object. So this is going to be the head. And as you can see, it starts looking like the head from the robot that we want to make. So now I'm going to select those polygons on the front. And I'm going to move him a little bit to the front. And now I'm going to select the edges in the middle and move him to give it some roundness. And remember that you can use a shortcut to turn on enough the subdivision surface object using the letter Q. So the head is complete, but we have to separate the top from the bottom. And that's what we're going to do now. So let's use the loop selection tool to select all of those polygons. And now with the live selection tool, we're going to select the polygons at the top. And now we're going to right-click and select the split option from the menu. Now we have two different objects, as you can see. And this is going to be the top of the head and this one is going to be the bottom. So now I'm going to delete the extra polygons that we have in these new object. And now I'm going to go to the point mode, select all of the points. And now, as you can see, we have a lot of points that we'll need. So what we have to do is to get rid of those points. So let's select them all. Let's go to Mesh. Let's go to commands, and let's go to optimize. And when I press Okay, you will see that the points are going to disappear. So now our object is much better because we don't have any points that we all need. Perfect. Now let's turn back on the visibility for the top of the head. Let's select both of these objects. Let's right-click, and let's group them together. And as you can see, now, both of these objects are being affected by the subdivision surface object, which is what we want. Now let's select the bottom of the head. Let's go to the polygon mode. And let's select those polygons, the ones in the middle. And what I want to do here is to make these a little bit more rounded. So I'm going to go to the point mode, and I'm going to select those points there. I'm going to use the scale tool to scale them out. And as you can see, it's going to give it some roundness to these polygons. Oh, it was a little bit too much. So let's decrease it. And I'll let select the polygon mode. And now let's go to the extrude inner tool. And let's make an inner extrusion, just like so. And now I'm going to make a new extrusion like that. And another one. And another one. So we have a place for the neck of these Robert. Perfect. So now let's turn off the visibility for the top of the head. And let's work on the bottom of the head. So make sure that you are on the edge mode and select all of those edges at the top. And now using the extra tool, I'm going to make a small extrusion and pull it down like that. And now I'm going to use the knife tool and I'm going to change the mode from line to loop. And I'm going to turn off the restrict to selection option so I can make the cat on the edges that are not selected. And I'm going to make a few more edges here. And now we can turn on the visibility for the top of the head and make one cut there. And I'm going to use the loop selection tool to select the edges at the bottom. Make a new extrusion. And use the scale tool to scale all of these edges down. Make a new extrusion. Like so. Perfect. Now let's turn back on the other part of the hair. And let's select the top of the head and move it down a little bit. Perfect. That looks really, really good. So this is the base of the head for our character. And as you can see, it was really, really easy. I hope that you learn something useful. And I will see you in the next lesson. 3. Modeling the Eyes: Hello class and welcome back. In this lesson, we are going to create the eyes for our robert. So let's begin. And as you remember, this is where we left in our previous lesson. And now I'm going to start by creating a new sphere and also a new tube. Perfect. So now I'm going to select the tube and I'm going to rotate it 90 degrees. And I'm going to select both the tube and the sphere. And I'm going to shrink him down. So now I'm going to move in to the right. And I'm going to group them together. Now, I'm going to create a new symmetry object. And I'm going to place the new group that we created. I'm going to make it a child of the symmetry object. Now let's select the group and let's move it closer to the head. So now I'm going to select the tube and work on the shape. So this is like a lens. And I'm going to make this a little bigger. Like so. Perfect. So this is looking really nice. Now what I'm going to do is to take the whole group and shrink it down and move it into place. Like so. Now let's select this fear and make it bigger. Lag that I like it. And now I'm going to rotate the sphere nail degrees. And now I'm going to change the display mode so we can see the polygons that make these different objects. So I'm going to select the tube and I'm going to go to their properties and change the rotation segments. I'm going to reduce it to something about 16. And I'm going to select the sphere, and I'm also going to reduce the polygon count. So I'm going to reduce the segments to around 20. Now, I'm going to modify a little bit more this tube. Now I'm going to turn off the visibility for the head so we can work easier on these eyes. I'm going to select both the tube and this fear. I am going to make an editable object. So now what we're going to do is to add a new subdivision surface object. So let's elect the eyes group and pressing Alt. Let's make a new subdivision surface object, and let's rename it to ice. And as you can see, it is not working properly. As you can see, the edge of the tube is absolutely sharp and we don't want that. So what I'm going to do is to select all of the points, making sure that we're working on the point mode. Select all of the points, go to Mesh commands and optimize. And you will see how this is going to change when we press, Okay, now the edges of this tube around it, and that's what we wanted. So now we're okay. And now I'm going to change the display mode again, so we don't see all of the polygons that make these objects. And I'm going to go to the point mode. And using the loop selection tool, I'm going to select all of those points and I'm going to use the scale tool to scale them out like that. And let's upgrade the eyes a little bit. Let's shrink them down a little bit. And let me select the points at the back and lead moving further away. And now using the scale tool and going to scale them down. Now I'm going to select the sphere, and I'm going to use the rectangle selection tool and select all of those points and delete them. Now, I'm going to use the loop selection tool, select all of those points and the lead them as well. And I really like how this is looking. So let's turn back on the visibility for the head. So now what I'm going to do is to select the tube and using the knife tool. On the loop mode, I'm going to make a few cat on these tube. And I'm going to select the ellipse selection tool again, select all of those polygons and make a new extrusion. Like so. That's going to give it a little bit more detail to the model. And let's move it to the front a little bit. Okay, I like how this is looking. So now let's see this from different angles. And I really like how this is coming out. So now I'm going to select this fear. And I'm going to make a copy of the sphere. Turn off the visibility for the eyes. And I'm going to select all of the polygons that make this sphere. And I'm going to shrink him down. Like so. So now this is flat. And I'm going to use the rectangle selection tool to delete all of those different points because we don't need them. So now I'm going to turn back on the visibility for the eyes. Select this object and move it to the front. And I'm going to select this fear and move it a little bit to the back. And now I'm going to take these just as the base for the object that we're going to model. Because in 3D, we don't like working with triangles. And this object has a lot of triangles. So we're going to take this out and we're going to use it as the base for the object that we want to make. Alright, so now let's go to their front view and let's zoom in a little bit. And now let's create a new plane, rotated 180 degrees and scale it down. And let's move it to the right, making sure that it is on the same place as our other object. And now I'm going to select the plane. And I'm going to reduce the segments to 64 the width and seeks for the hate. And I'm going to make it an editable object. And I'm going to select all of those points and the lead them. And I'm going to select those other points. And I'm going to use the move tool and the scale tool to make them fit on the shape that we want to create. And basically I'm just following the path of the previous object, the object that we have at the bottom. And now I'm going to select those points and move them up. And also those, move them up. And that last one. So basically, all I'm doing here is to recreate this shape. But now, as you can see, all of our polygons are squares. We don't have any triangles anymore. And that's going to be better. So now let's go back to the perspective view. Let's select our object and move it into place. And as you can see, this is a difference. One object has only triangles and our new object has our least squares. And the object with squares is much better. Now let's select the previous object and let's delete it because we don't need it anymore. And now we can go to the polygon mode, select all of the polygons and the US the extra tool to make a new extrusion. But we have to turn on the Create caps option. So this way we have a cap on both sides. So now I'm going to select all of the polygons. And as you can see, they are blue. And that means that our normals are not facing the right way. So what we're going to do is select all of those polygons, go to the Mesh menu and select the reverse normals option. And that's going to reverse the normals. So we have him the way that they are supposed to be. And just a break here. If you don't understand at this moment what I'm talking about when they talk about the normals and reversing the normals. And if the normals are facing the right way or the opposite way, don't worry about it. That stuff that you don't need to know at this moment if you are starting our great, so don't worry about it. And now let's continue to modelling our robert. So what I'm going to do now is to take this object and place it inside of this group. And I'm going to turn on the visibility for the head to see how this is looking and make a quick render. And as you can see, this is coming out really well. So what I'm going to do now is to select the eyelid and I'm going to move it a little bit to the back. Really good. Alright, so we have completed modelling the eyes for our character. And they look good. But as you can see, we only model one eye, the eye that we see on the right. The other eye, the one on the left, is being reflected by the symmetry object. But when you work professionally, you don't want to have symmetric objects on your final 3D models. So what you want to do is to create separated objects, in this case, one for the right eye and another for the left eye. And since this is a really simple object, we could just make a copy of their right eye and move it to the left. And that's going to work perfectly. But I want to show you a technique to create a copy of an object when this object is non symmetrical. So I'm going to show you that technique. But if you want, you can just make a copy of the first eye and move it to the left. Okay, So here we go. So the first thing that I'm going to do is to get rid of the subdivision surface object. Now, let's select the group and let's take it out of the subdivision surface object and delete it. And now let's select the symmetry object and make it an editable object. Now let me take all of these objects out and delete those two groups that we all need anymore. And I'm going to turn off the visibility for the head and rename these to eyelid. Because that's going to be the eyelid. And this one is going to be the eye. Okay? So what I'm going to do now is to turn off the visibility for the rest of the objects except for the eyelid. And as you can see, I'm selecting only one object, but this object has two objects inside. The first object is the eyelid on the left, and the second object is the eyelid on the right. My layer only one object. So we are going to separate these two objects. So I'm going to select all of the polygons on the right. I'm going to right-click. And I'm going to click on Split. And as you can see, now we have two different objects. The first object is a one that we had at the beginning, and the new object is the one that was created from the polygons that we had selected when we selected this option. So I'm going to select the first object, and I'm going to delete the polygons on the right because we don't need them anymore like that. And I'm going to rename these to eyelid L for left. And this one to eyelid are four, right? So now I'm going to select the object and go to Mesh axis center and select the option center, axis 2. And that's going to center the axis to the middle of this object. But as you can see, it is not doing it properly. And that is because we didn't delete the different points on the right. So let's go to the point mode. And as you can see, we have a lot of points that we don't need. So let's select them all and the lid them. Let's go back to the object mode. And let's go to Mesh Axis center and center axis 2. And now as you can see, the axis of this object is right in the middle of the object. Perfect. Now let's do the same for the other object selected and go to Mesh Axis center, center axis 2. And that's going to take the axis and place it in the middle of the object. Now let's do the same for the tube. Let's select the polygons on the right. Right-click split. Now select their first tube, renamed the object. Go to their point mode on the first tube. And the lead, all of those points mesh axis, center and center axis to the same with the other one selected. Go to Mesh Axis, center and center axis to perfect. Now let's do the same with the eye. So let's go to the polygon mode. Select all of the polygons on the right, Right-click split. And now let's rename these two. I left and this one too, I right. Let's come to the point mode. Delete all of those points that we don't need. And now we have our objects separated. Let's go to Mesh Axis center, center axis 2. And let's do the same with the other object. Let's go to Mesh Axis, center and center axis, too. Perfect. Now let's turn back on the visibility for their other objects. And let's select all of the objects of the left eye and group them together. And let's rename these two. I left. Select the rest of the object, group them together, and rename these two I write. And now we can select both of the eyes. Make a new group, and rename these two eyes. Create a new subdivision surface object and applied to the eyes. And as you can see now we have the left eye that is completely separated from the right eye. And now we can rotate it individually if we want to. And also the other eye. Something that we couldn't do if we still had the symmetry object. Now let me rename the subdivision surface object. Two eyes. Make a quick render, and this is the final product. And again, let me make a quick break here. Remember that the technique that I showed you for the times when you are using asymmetric object on an object that is non symmetrical. For simple objects like these eyes, we could have just make a copy of the first eye and move it to the left and get rid of the symmetry object. But again, it's good if you know these techniques, even if you are not going to use them in this particular project. And that's all for this lesson. I hope that it wasn't too confusing. I hope that you learn something useful. And I will see you in the following lesson. 4. Modeling the Upper Body: Hello class and welcome back. In this lesson, we're going to create the upper body for our character. But before that, I'm going to add a little bit more detail to the top of the head. So let's go ahead and select the top of the head. And using the knife tool, I'm going to cut those edges. And that's it. Now, let's create a New Zealander and move it down. And I'm going to go to the right view to measure how big I want these body to be. I just wanted to be a little bit more larger than the head, but not that much. And I think that's going to be good size. Now I'm going to take the eyes and the head and group them together. And then this group head, like so. And I'm going to turn it off. Now. I'm going to select the cylinder and I'm going to go to their properties. And I'm going to turn off the cabs. So now I'm going to go to the Object tab. And as you can see, I modified the rotation segments to only 16. We don't need any more than that. Now, I'm going to make this an editable object. Now I'm going to rename this object to baddie or chest. And I'm going to go to the front view. And I'm going to select all of the points on the left and the lid them and create a new symmetrical object. And I'm going to rename this image object to body and make this object a child of the new symmetry object. So now whatever we do on the right side is going to be reflected on the left side. Now let's go back to the front view. And I'm going to move the axis through the center of this object. Now, I'm going to select the scale tool, and I'm going to scale these up, making sure that we don't have the axis mode on anymore. And now we can scale it up like that. Really good. Now, I'm just going to see how this looks from other angles. And I like it. So what I'm going to do now is to select those two points and scale them out like so. And I'm going to look at those two points and move them out like that. Perfect. Now I'm going to select the knife tool, making sure that it is on the loop mode. And I'm going to make one cat right there, and another one right there. And I'm going to select all of those points around, including that one. Now, I'm going to go to the axis mode and move the axis to 0 on the x axis. Now, I'm going to turn off the axis mode and select the scale tool and scale these polygons down like that. Perfect. Okay, that's good. And now I'm going to select those three points and I'm going to move them out like that. Now let's turn off the visibility for the head. And let's select the asymmetric object and make it an editable object. Let's select the object. I'm going to use the closed polygon hole tool and close that hole in those polymers. And now I'm going to select the knife tool, making sure that it is on the line mode, and making sure that the option visible only is on. And now I'm going to make a few cat here, here, here, and also here, like so. And then I'm going to cut also in that other direction. Like so. All right, so as you can see, we have a triangle here and that is not good. But we're going to fix that. But first, let's select those eight polygons in the middle. And let's move them up like that. Okay? Now let's scale them out. And let's select those six points. And scale them out like so. Okay, so now pressing Alt, I'm going to create a new subdivision surface object. And I'm going to take it out of this group. Now, let's select these polygons and move them up a little bit more. And I'll let select those edges in the middle and move it up. Like so. Okay, so this is looking really good. So now let's fix this area here where we have this triangle. And to do that, I'm going to first make a new symmetric object and make our object a child of the symmetry object. So I'm going to select all the polygons on the left again and delete them again. So again, whatever we do on one side is going to be reflected on the other. So I'm going to click on this point using the knife tool cat in the middle of those polygons and go to the other side. And I'm going to select those points. I'm moving like that. Okay, That's looking much better. Now we have to get rid of that edge that we don't need. Select that edge, right-click and select this off. As you can see, now we have only squares on that area. Now we have to do the same on this other side. So I'm going to cut that polygon right there. And also those two other polygons. And let me move this one here. So this looks much better. And I'm going to select that edge and right-click and the solvent. Now I'm going to select this point and move it back in. Like so. And as you can see, now, all of our polygons are squares. We don't have any more triangles. Okay, So now let me select those two polygons and move them up. And now I'm going to create a new subdivision surface object and apply it to our symmetry object. All right, so now we can turn back on the visibility for the head. And this body looks a little bit too big. So I'm just going to move it down. And I'm going to use the scale tool to shrink it down. And I'm going to change the display mode. So we don't have to see all of those polygons. And I'm just seeing if there's something that we can do to make this better. And I think we are okay. So what I'm going to do now is to select the symmetry object and I'm going to make it an editable object. Take this object out of this group and the lead this group. And now I'm going to close the hole at the bottom using the closed polygon hole tool. And again, using the knife tool, I'm going to cut these new polygon that we created. Like that. Another cat here. And Mao on these other direction. One here, another one here, and a last one here. Okay? So again, I'm going to select the aid polygons in the middle. And I'm going to scale them out like that. And I'm going to go to the point mode. Select those 6, scale them out. Like so. And what I'm going to do now is I'm going to go to the front view. And again, I'm going to select all of those points, will lead them. Make a new symmetry object and make this a child of the symmetry object because we are going to fix that triangle there that we don't need. So I'm going to select those four polygons. Move them up like so. And I'm going to make the cat to create a new cube there. And also here. And then I'm going to cut here, here and here, and here, like so. And now we can select the edges that we don't need. Right-click and the solved them. Select those points and move them out like that. Alright. This is looking really good. So now I'm going to select the symmetry object again. And again. I'm going to make it an editable object. Take out the object and delete these group and the subdivision surface ru, create a new subdivision surface or object. And I'm going to select the body of the character, go to Mesh Axis center and center axis two. Alright, so now I'm going to make the hole for the arm. And for this, I'm going to select those polygons there. And I'm going to use the extrude inner tool and make an extrusion. Like so. I'm going to use the live selection tool to select those points. And I'm going to select the same on this other side, scale them out like so, and make an extrusion. But we have to modify the options for these extra tool. So let's go to the different options and let's turn off the create caps object. So now we can make the extrusion the way we want it like that. Okay, so now I'm going to use the loop selection tool. Select all of those points. And I'm going to shrink him down. Like so. That's going to be better. Okay? So I'm going to go back here, select those polygons. And I'm going to flatten them using the scale tool and move them inside. Make a new inner extrusion. And move the new Polya's inside like that. And as you can see, we have to delete the right side. So I'm going to go to their front view, select the point mode, select all of those points and delete them. Create a new symmetry object. Make the body a child of that symmetry object, and make it editable again. So now we have only one object that is the same on both sides. All right, let's go back to mesh axis center and center axis 2. And now I'm going to go back to the perspective view. And I'm going to go to their bottom of these character. I'm going to select these polygons in the middle. And I'm going to move him up like that. All right. That's going to work. So I'm going to move them up a little bit more, like so. Okay, I'm going to go to their point mode, select those points and scale them down. That way it's going to be more rounded. Perfect. So we're almost done with modeling the body. Now, before continuing, I want to clarify something. As you have seen me many times. I make a new symmetry object. Then apply a object to that symmetry object and use it for a while. Then I make editable that summit object. And then I go back to using another symmetry object. And the reason for this is because sometimes it's easier to work with asymmetric object and other times it's easier to work with a normal object. But that's only the way I work. You'll have to work the same way. You can work in your own personal way. That being said, let's continue, and I hope that doesn't confuse you. So let's go back to modeling. And I like how this is coming out. The only thing is that I think that this body is a little too big. So I'm just going to select it and shrink it down a little bit. Now, I'm going to rename these to body. And I'm going to select all of these objects, group them together, and rename this group to Robert. Alright. Now let me get closer and let's make a quick render. And as you can see, this character is looking really, really nice. And that's all for this lesson. I hope that you'll learn something useful. And I will see you in the next lesson. 5. Modeling the Spine: Hello class and welcome back. In this lesson, we are going to model this pine for our robert. So let's start. The first thing that I want to do is to create a new cube. And I'm going to rename it to spine. I'm going to move it down and shrink it down. Then I'm going to move it down again. And I'm going to get closer. So I'm going to place it right there underneath the upper body. Like so. And I'm going to turn off the visibility for these Robert. And I'm going to select the object, change the number of segments. For x. I'm going to use four. And I'm going to use for also for C and three for y. And I'm going to make this an editable object. Okay, so now I'm going to go to the edge mode. And I'm going to use the loop selection tool. And I'm going to select those loops in the middle. And also the ones on this other side. Okay, let me reselect the other ones like that. And using the scale tool, I'm going to scale all of these loops like so. So now this looks a little bit more rounded. I'm going to let the lab selection tool. I'm going to select those points in the middle, like so. And I'm going to scale them out like that. Then I'm going to do the same with these other points. Also, these ones and these other ones like so. And I'm going to use the Scale tool and scale them out. Lag that. I'm going to select the ellipse selection tool. I'm going to shrink it down. The same with this one. And I'm going to do the same with this other points. Like so. Now they are flat. And the same for the points at the top. I'm just going to flatten them. I'm going to select all of these polygons. It's going to be easier. I'm going to flatten them like that. And the same with the polygons at the bottom like that. And I'm going to flatten them. Okay, so now what I'm going to do is to use the loop selection tool. Select those polygons in the middle, scale them up. Use the extra tool, make a new extrusion, making sure that the create caps option is off like that. And then I'm going to scale this out on the x-axis. And I'm going to select those polygons at the top and the lead them and also the ones at the bottom. Like that. Then I'm going to make a new subdivision surface object and apply it to this pint object. And I'm going to select all of those edges. And I'm going to use the edge CAT tool, make two different cat. And using the loop selection tool, I'm going to select all of those edges and separate them using the scale tool. Now what I'm going to do is to select all of those different edges using the ring selection tool. And make one more cat. We're going to make one cut here. And I'm going to select all of the points at the very bottom and delete them. Okay, Let's make sure that we select only those ones and delete them. And we can see that we have some points that we don't need. So we're going to take them all, go to Mesh, command and optimize. And that's going to get rid of those points. Perfect, So now I'm going to make a copy of this pine. Go to the right view and move it up. Like that. I'm going select both of these objects, make a copy and move it up. Like that. Make a new copy, and move them up. And you can make the copies just by copying and pasting using the command C command V option. Okay, so now we have our spine, but it is not connected because it is made out of different objects. So I'm going to select all of the objects. I'm going to right-click and I'm going to use the command connect objects plus Delete. And now as you can see, all of these objects are now only one object. And I'm going to rename it to spine. And I'm going to make a new subdivision surface object and delete the previous one and rename this one to spine. But as you can see, we have some gaps in between the different spines. So we're going to fix that. And we're going to do it by coming to their point mode, selecting all of the points. Then we're going to go to Mesh commands and optimize. But we are going to click on this icon on the right to change the preferences. Now we're going to change this to something around 1.5. And that's going to connect all of the points. So now we don't have any more gaps in between the difference pints. Alright? So this is going to be this pile. Now I'm going to select the spine object. And I'm going to move it down like that. Okay. That's going to look really good. And that is it. That is a simple way to create this pine. So this is all for this lesson. I hope that you'll learn something useful and I will see you in the next lesson. Thanks a lot for watching. And I'll see you there. 6. C4D Backups: Hello class and welcome back. Now this is a time when we save our file. But you may be asking yourself, why did I make a new lesson? Just to show you how to save your files. I mean, you know how to save your files. But when you are working really big projects are really important. Project saving your files is not enough. So I'm going to show you what I usually do with my project. So the first thing that I'm going to do is to go ahead and save my file. So let's go to File and Save. And I'm going to go to File and close this file. Now let's go to our finder. And here we can see the folder of our project. And as you can see, our C4D file is there. So I'm going to select this file and I'm going to copy the file. Then I'm going to go inside of my C for the backups. And I'm going to paste this file here. And the reason for this is because after all, we are working with computers. And sometimes computers fail. And when your computer fails, you want to have your files secure. So if your primary file, the one that we were working before, gets corrupted or for some reason doesn't up in anymore or anything happens to it. You have some backups. And I would normally do this every few hours depending on how big the project is and how important the project is. And you may never use these backup files. But if someday you need to use them, you will be glad that you have them. Trust me, it's much easier to do one or two hours of work again. Then to do a complete predict from the beginning all over again. It has happened to me and that's the reason why for every single project I create, I make a folder for my backups. So now I'm going to rename this file to 3D robot 0, 0, 0, 1. Now let's go back and let's reopen our file. And now, if anything ever happens to this file that we have opened, and for some reason you cannot append it anymore. You have some backups. And that's all for this lesson. I hope that you learn something useful and I hope that you never have to use UC for the backups. But again, if you ever have to, you will be glad that you have them. Thanks a lot for watching. And I will see you in the next lesson. 7. Modeling the Pelvis: Hello class and welcome back. In this lesson, we're going to create the pelvis for our robert. So let's begin. Unforced, less than pleased this pine in here, inside of there Robert folder. And I'm going to make a copy of the body of these character. And then I'm going to rotate this copy and move it down like these. Okay? All right. So now I'm going to shrink it down like that. And I'm going to delete the bottom part because we don't need it. So let's select the rectangle selection tool. Select all of those points and the lead them. And also those points like that. Then I'm going to go to the edge mode. Use the loop selection tool. Shrink this down using the scale tool, and move it up like that. Okay? And now I'm going to use the loop selection tool again and select those edges and move them up. Then move to these loop, like so. Now, Okay, Really good. So what we have to do now is to close the hole at the bottom. And to do that we're going to use the close polygon tool. And again, use the knife tool, making sure that the visible only option is on. And we're going to cut here, here, here. And I'm going to make three more cat right there. Then I'm going to select the polygons at the bottom and move him down like that. Okay, I think I'm going to make another cat because it's not going to be enough. So I'm going to go back and make that extra cat there. Select all of those polygons, move them down, scale them out like that. And I'm going to select those points and scale them out. And I'm going to scale out those two points in the middle. Like so. Perfect. Now we have to get rid of those triangles the same way that we did with the upper body. So I'm going to go to their front view. I'm going to make asymmetry object. And I'm going to delete all of the points on the left. And I'm going to make this a child of the new symmetry object. So now anything that we do on one side is going to be reflected on the other side. And now I'm going to modify these alleles. M can select this point and take it out like that. And I'm going to use the knife tool to cut those polygons like so. All right, and then I'm going to select the edges that we don't need. Right-click and use the dissolve option. Perfect. Now let's work with the position of these points like that. All right, That's good. Now what I'm going to do is to select the symmetry object and make it an editable object. And I'm going to delete that group. I'm going to select the polygons in the middle and move him so it looks more rounded. All right, That's good. Now I'm going to use the loop selection tool. Select that loop. And I'm going to modify it using the scale tool like that. And also this one. Because remember that we are going to connect the legs of these character to the pelvis. And now I'm going to select all of those different polygons. And using the extrude inner tool, I'm going to make an extrusion like that. And I'm going to move the polygons inside. All right, that's looking really good. Now I'm going to move him a little bit more insight and scale them down. Hi Dad. So we have to do the same on the other side of the pelvis. But first, let's rearrange the position of these points like that. And also these ones over here. Okay? All right, That is looking really, really nice. Now I'm going to use the knife tool on the loop mode, and I'm going to cut right there. That's looking really, really nice. So now I'm going to go to the front view and I'm going to select all of the points on the right. And the lead them. Create a new symmetric object and make the pelvis a child of the symmetry object and make it and editable object. Then I'm going to go back and I'm going to delete the objects that I don't need anymore. Okay? This is looking really nice. So now I'm going to select the object, go to the object mode, go to Mesh Axis, center and center axis to rename these two pelvis and add a new subdivision surface object. And take the whole thing and place it inside of these robot group. Perfect. I think I'm going to shrink it down a little bit more, like so. All right. I'm going to take this pine and I'm going to center the axis. And also for the subdivision surface object. And I'm going to shrink it down as well because it was way too big for these pelvis. Okay. That's going to work better. Great. So as you can see, this was a really, really easy. And now we're complete with this part of the course. Let's make a quick render. And another one from this angle. And I really like how these Robert is coming out. And that's all for this lesson. I hope that you'll learn something useful. And I will see you in the next lesson. 8. Blocking Up the Character: Hello class and welcome back. In this lesson, we're going to create the blocking for the rest of our character. And blogging is simply create basic shapes and please them on the same place where we want to have our final objects. And that way we can visualize how our final object is going to look. So let's begin. And for this, I'm going to use only simple object. So let's create a new cylinder and let's move it down. So this is going to be the arm. And I'm just going to modify it just enough so it resembles the arm that we are going to have at the end. I'm going to move the axis and place it on the top. Then I'm going to shrink down this arm and rotate it just a little bit like this. Then I'm going to go ahead and create a new symmetry object. And I'm going to call it blocking. And now I'm going to rename also the arm like that. So now I'm going to select the polygon mode, select those polygons and move them. But as you can see, they are not connected. So what I'm going to do, I'm going to select all of the points, go to Mesh and optimize. Now I can move the polygons. All right, so that's going to be, now I'm going to make a new cube and place it over here. This is going to be the hand. So I'm going to make it editable. Select all of the points and scale them like this. All right, so now what I'm going to do is to take these and I'm going to place it in the middle. I'm going to make a copy. And I'm going to make it smaller like that. And I'm going to make these even smaller. This is going to be their finger. Okay. Perfect. So I'm going to make a copy and I'm going to move it to the right, another copy and move it to the right. So those are going to be their fingers. Then I'm going to take that cube and make it bigger. And move these back into position. Really nice. I'm going to take them all and group them together and call these blocking. Make a new group and call this arm. Okay, so as you can see now, I have both of the arms because the symmetry object is reflecting the first one on the other side. Now, I'm just going to reposition the arms and rename these to hand and also the fingers. I'm going to rename them to finger 123. And I'm going to make a new one. And I'm going to name it finger 0. And I'm going to place it here. It's going to be there. Thump. Oh, okay. Alright, that's good. And at this stage, it doesn't matter if our objects are overlapping with each other, because this is only a simple sketch. And we're not going to use these for the final product. I like it. I like how this is looking. So I'm just going to make a quick render. And this looks really good. So I'm going to duplicate the arm. I'm going to place it inside of these blocking group. And I'm going to move it down. And this one is going to be our lake. Okay? And as you can see, I want to have a really cartoony looking robot. And that's the reason why the hands are way too big and the legs are really, really small. Okay. So I'm going to duplicate the hand, which is only a cube. And I'm going to rename it to foot and move it down. And I'm going to scale it down and place it underneath these legs. And I'm going to resize it again and place it like that. Okay. I really like how this is looking. And I'm going to get closer and more of these down and resize the legs so they are longer. And now I'm going to select the front of this cube. And I'm going to scale it up. And I'm going to take the polygon at the back and scale it down. And as you can see, blogging is a simple way to visualize how our character is going to look in the end and in your future projects. You can do this at the very beginning of the project. So you can see what you're going to get at the very end, from the very beginning. And that's all for this lesson. I hope that you liked it and I hope that you learn something useful. And I will see you in the next lesson. 9. Modeling the upper leg: Hello class and welcome back. I'm glad that you are still here. So in this lesson, we are going to create the legs for our robot. So let's begin. Okay, so the first thing that I'm going to do is to create a cylinder. So I'm going to create a new cylinder. And I'm going to take it to the side. Just going to move it down. And I'm going to rotate it just a little bit and reposition it again. Okay? So I'm going to change the display mode to see the polygons. And I'm going to take this cylinder and reduce the rotational segments. I'm going to use only 10. Ten is going to work well. Now I'm going to make a new symmetry object. And I'm going to call it legs. And I'm going to rename the cylinder two legs. Now, I'm going to make this an editable object and I'm going to place it into position. So I'm going to hide the blocking group. I'm going to select the leg. And I'm going to select the individual point. And I'm going to move them into position like that. Just talking a little bit. The other object, the pelvis, like so. And I'm going to do the same with this point like that. And also with this one. Okay, perfect. Now what I'm going to do is to select the knife tool and make sure that it is underlined mode. And I'm going to go to the front view. And I'm going to unselect the visible only option for the knife. And I'm going to make one cut right there. And another one right here. Select the polygon mode and select all of those polygons. Use the scale tool to scale up these polygons. And I'm going to move him a little bit to the right. Like so. Now we can modify these allele little bit more. I'm going to move them down. So they are not colliding with the pelvis like that. Okay. And now I'm going to move these polygons to the right a little bit more so they are not colliding. And I'm going to do the same with the edges at the bottom. Okay? So now let's go closer and move the whole object. Now I'm going to go to the edge mode, select the math, make sure it is on the loop mode, and make a new cat. But before, let's reposition these points. So what I'm going to do is to move this back just a little bit. Just like that. Okay? So now I'm going to select the edges at the bottom. And I'm going to use the scale tool to scale them down. Okay, This is looking really good. And I'm going to make a new cat right there. And I'm going to select the lowest edges and delete them. Then I'm going to go to the point mode, select those two points. And I'm going to use the scale tool to scale them down. And then I'm going to move him up. And the one in the middle, I'm going to move it down just a little bit. So now I'm going to create a new subdivision surface object and make these lake a child of that subdivision surface object. And using the knife tool, I'm going to make one cat rider and another one here. So now this is looking much, much better. Now, I'm going to select those edges at the bottom like that. And also those two edges in the middle. And I'm going to make a new extrusion. Like so. All right, that's going to look really nice. Now I'm going to make a new extrusion. And using the scale tool, I'm going to scale it down, make a new small extrusion, and move it up, another one and move it up as well. Okay. Real good. Okay, so now I'm going to add a little bit more detail on this side. So I'm going to select those polygons and I'm going to extrude them. And I'm going to select those points at the top. And using the well-to-do, I'm going to weld them together. I'm going to do the same with these two points. Okay? And as you can see, we have some problem here. And that was because when we did the first extrusion, we had the live selection tool with the unassailable visible elements unchecked. So we're going to do it again. We're going to undo it and made sure that the leg selection tool has the only select visible elements on. Make the extrusion again. Shrink it down. Like that. Select those two points. Use the weld tool to weld them together. Like that. That was really easy. And as you can see, we have added our little bit of extra detail that is going to look really good without any extra effort. Okay, so now let's turn off the visibility for the Robert. And using the loop selection tool, I'm going to select all of those edges at the end, make annual exclusion and make another one. And using the scale tool, I'm going to scale these down. And new extrusion, a new one. And I'm going to move that one down. Okay. That's looking really good. I'm going to add a new cat right here. Another one here. And another wonder. Good. So now let's turn on the visibility for the blocking and also for our rubber. And let's see how this is going to look when we put it together. And as you can see, this looks really, really nice. So that is all for this lesson. I hope that you learned something useful. And I will see you in the next lesson. 10. Modeling the lower leg: Hello class and welcome back. In this lesson, we're going to create the second part of the legs. So let's begin. And I'm going to start again by creating a new cylinder. And I'm going to move it down right over here. And I'm going to shrink it down. So it is the same size as the legs. Something like that. As you can see, this fits perfectly. And I'm going to move it down. And what I'm going to do now is to select this one and change the rotation segments. I'm going to use 10. I'm going to rotate this a little bit like that and place it in the middle. And I'm going to go to the Caps and uncheck the caps. I'm going to make it an editable object. Okay? So what I'm going to do now is to go to the edge mode, use a knife tool and make two different cat. Select the polygons in the middle and make a new extrusion. And I'm going to add a new subdivision surface object. And I'm going to use the knife tool to make two cat. Now. Okay? Now what I'm going to do is to use the loop selection tool to select those polygons and make a new extrusion. And I don't really like how that looks. So I'm just going to undo it like that. So now I'm going to select that object, go to the edge mode, use their risk selection tool. And using the edge CAT tool, I'm going to make two different cat and select those two loops. And I'm going to separate them using the scale tool. Select the polygons in the middle and make a new extrusion like that. And that's going to look much better than the previous one. Now, I'm going to select the cylinder and I'm going to place it inside of these legs group. So now I'm going to select both of these two objects. And I'm going to group them together. And now I'm going to select the cylinder, select the edges at the bottom and moving up. And I'm going to move the object up just a little bit. Okay? I'm going to make a copy of the cylinder. I'm going to rotate it 180 degrees. And I'm going to move it down. And then I'm going to take the foot and move it into position. Okay? Now we have to make something that connects these two different parts. But first, I'm going to modify these second part just a little bit. So it looks a little bit different than the one at the top. Okay, Let's zoom out and see how this looks. And I think we're on the right track. So we're going to get closer again. Make a new cylinder. And we're going to name these knee. I'm going to go to a front view and take this knee, move it down. And I'm going to make sure that this object, It's on the same angle from the other objects. So I'm going to rotate it, making sure that these lines collide. I'm going to shrink it down. I'm going to move it there. And I'm going to rotate it 90 degrees. And I'm going to shrink it down. Then I'm going to go back to the perspective view. And here I'm going to reduce the rotation segments. I'm going to use 12. Maybe 10. Ten is going to work better because we are going to have less polygons. And I'm going to make it an editable object. Then I'm going to make a copy of the knee. And I'm going to name it screw. And I'm going to move it to the right and shrink it down. And for now, I'm going to hide it. So let's work on the knee. I'm going to select it and make sure that it fits on this leg and select all of those edges. And using the edge capsule, I'm going to make two subdivisions. And I'm going to select all of those edges and use the scale tool to separate them like that. And now I'm going to select all of those edges using the ring selection tool again. And using the edge cut to login, I'm going to make one cut in the middle. Then I'm going to select all of those different polygons. And I'm going to use the scale tool to scale them out. And as you can see, if I create a new subdivision surface object, you can see that the edges of these are not behaving the way we want to. We are going to go to the point mode, select all of the points, go to Mesh commands and optimize. And that's going to make it work. So let's go back to the polygon mode. And I'm going to make an extrusion. Another one and another one like that. So this is going to be the knee. And now I'm going to select it. And I'm going to use the selection tool to select all of those polygons. I'm going to make three different extrusions. The first one is going to be small. Second one is going to be alert bigger. And the third one is going to be small as well. Maybe another one like that. And I'm going to select those edges and also those ones. And I'm going to right-click and select the dissolve oxygen. Good. Now I'm going to select all of those edges with the ring selection tool. Use the edge cut tool to make two subdivisions. And I'm going to select the new edges. And I'm going to separate them using the scale tool. I'm going to select the same edges again and using the edge cap tool. But this time I'm going to use eight different subdivisions. And I'm going to go to the polygon mode and select the different rings that we created. And I'm going to make a new extrusion like that. Perfect. So now I'm going to turn back on the visibility for the screw. I'm going to move it into position. And I'm going to shrink it down as well. And then I'm going to scale it down like that. And I'm going to go to the right view to make sure that it is on the right position. That's going to work. Let's go back to the perspective view. I'm going to move it up just like that. And now I'm going to make it a child of the subdivision surface object. Select the knee and the screw and group them together. I'm going to select the screw, select all of the points, go to Mesh, command and optimize. And then I'm going to use the knife tool to make one cat there, another here in the middle. And I'm going to select those polygons moving out. And I'm going to make an inner extrusion like that. And I'm going to move it and shrink it down. Like so. And I'm going to move this up just a little bit and scale it up like that. Okay, this looks really good. So what I'm going to do now is to make a new screw. So I'm going to, first of all, places one in the right position. Make a new copy and rotate it 180 degrees. And place this one on the other side of the knee. So now we can come to the perspective view and see how this is coming out. And I like it. So I'm going to rename this to me. Also, this one Tunis. And this one is going to be right. And I'm going to make a copy, and this one is going to be the left one. So I'm going to select the new copy that we made. I'm going to go to the coordinates and I'm going to take this one to the other side by placing a minus on these value here. Now I'm going to go to the rotation and I'm going to place another minus. And that's going to place it into the position that we need like that. And we can turn back on the robot and make a quick render. And this is all for this lesson. I hope that you learn something useful. And I will see you in the next lesson. 11. Connecting the upper and lower leg to the knee: Hello class and welcome back. In this lesson, we're going to continue creating their legs for our character. So let's begin. So the first thing that I'm going to do is to connect these different parts of the lake to the knee. So I'm going to select this one here. And I'm going to move these different edges down. And then I'm going to select the edges in the middle and move them up like that. And then I'm going to use a loop selection tool and select all of those edges, make an extrusion and shrink it down. Like so. And I'm going to make a new extrusion. And I'm going to make another one and move it down. Make another one and also move it down. Like so. Okay. So I'm going to do the same with these other parts of the leg. And let's select that one. And also this other edge. And let's move him down. And I'm going to get him closer together. Okay? So now what I'm going to do is to select those two points because they are colliding with the knee. And I'm going to scale them out like so. And I'm going to the same in the back here. So I'm just going to select them, scale them out and they are not colliding anymore. Now I'm going to select all of those edges at the bottom, extrude them, make another extrusion and scale it down like that. Then I'm going to make another extrusion. And another one. Then I'm going to move it up. Like so. Now let's go to the front view. And let's select all of those different points. And let's kill them out. So this is not colliding with the knee. Okay. That's looking good. Perfect. So now I'm going to zoom out to see how this is looking. And it is looking really good. Alright, so now I'm going to make a copy of this pine. And I'm going to rename it. And I'm going to move it up. And I'm going to shrink it down like that. And now I'm going to make a quick render. All right, so now I'm going to add a few more details to the knee. And that is because at this point it looks like it is not connected to the other parts of the leg. So I'm going to select the knee and I'm going to make a new copy. And I'm going to hide everything else. And now I'm going to use the loop selection tool. And I'm going to select all of those polygons like that. And I'm going to press U and then letter I. And that's going to invert the selection. Then I'm going to go to a point mode, select all of those points, go to Mesh commands and optimize. So I'm going to select the polygons on the outside, invert the selection, and delete the rest of the polygons, go to the point mode and lead all of those points using the Optimized command. And now I'm going to use the weld tool to weld all of these different points together. And as you can see, I am switching tools by pressing the spacebar. Now I'm going to go to the polygon mode. Select all of the polygons. Make an extrusion, but make sure that the create caps option is on. And I'm going to make a new extrusion. And I'm going to turn back on the visibility for these knee. And I'm going to select all of those edges and make one cat in the middle using the edge CAT tool. Okay, so now I'm going to turn back on the visibility for the other parts of the leg. And I'm going to place these inside of the Negro group. Okay. And I'm going to turn back off the visibility for the legs. And I'm going to first make one division. There. I'm going to use 30 percent. And also here for this one I'm going to use 70 percent. And now I'm going to select the four polygons in the middle. And I'm going to make an incorrect solution like that. And then I'm going to use the live selection tool to select those points in the middle and scale them down. Then I'm going to select those polygons in the middle. And I'm going to make an extrusion. I'm going to use the scale tool to flatten these polygons. And now I'm going to use the knife tool to make a cat right there. And I'm going to make another extrusion. Okay? Now I'm going to select all of those polygons and I'm going to scale them out like that. Maybe even more like so. Okay. Now I'm going to select that loop in the middle and scale it out as well. Perfect. So now I'm going to make a new cat. So this doesn't look that bad at the bottom. I'm going to Okay. It looks like one of the points get get left behind. So I'm going to select it and move it down like that. And we don't really need it. So I'm just going to delete it. And I'm going to use the knife tool on the loop mode to make some cat along the cylinder. Like so. Now let's turn back on the visibility for the legs. And we can see that now these legs look like they are connected and that's what we want. So now I'm going to delete the left knee, make a new copy, rename it. And I'm just going to change the position and the rotation the same way that we did before. I think that these legs are a little bit too long. So I'm going to make them shorter. And to do that, I'm going to select them and move them up. Just a little bit. Like so. All right. So as you can see, the neon, the left is not properly placed. So I'm just going to delete it. And I'm going to make a copy and invert the position and the rotation. So that way it's going to be on the other side. Perfect. And now as you can see, their legs for this character are almost complete. All we need to do now is to work on the bottom of this leg. So I'm just going to select those edges and I'm going to move them down. And then I'm going to use the knife tool and make a new cat right there. Let me zoom out and see how this looks. Alright, so you can see that now our legs are almost the way we want them. And all we need to do now is to make a copy of the knee and move it down and rotate it like so. And let's place it into position. And we can use the scale tool to scale it down. That way it's going to feed on the bottom part of this leg. And now I can select that edge and also this other one on the back. And I'm just going to move it down just the same way that we did on the top of this leg like that. Okay, that's going to work. So I'm going to select those edges at the bottom. And I'm going to make a small extrusion. And I'm going to make another one. And I'm going to shrink it down. And I'm going to make another one and I'm going to move it up like that. And as you can see, at some point I made these knee editable. So that is not good because I had the subdivision surface object on. And that means that now we have more polygons that we should. So what I'm going to do is to just make a copy again of these knee. And I'm going to just repositioning. And this happens when you use a lot of commands because sometimes you press something and you are not looking at the keyboard, you're looking on your screen. So sometimes you can make this kind of mistakes, but as you can see, you can fix them really, really easily. So that's not a problem. Now, I'm going to make a copy of these knee and I'm going to invert the position and also the rotation. So it is on the other leg. Now I'm going to rotate it 180 degrees. So it is facing the right way. So as you can see, we are almost complete with making the legs of these character. And you can see it was really, really easy to do, especially because we are recycling some of the object that we created before. So that's something that you should do every time that you can recycle the object that you have created already so you can save time. Okay, so that is all for this lesson. I hope that you liked it and I hope that you learn something useful. And of course, I will see you in the next lesson. 12. Making the Legs Work Independently: Hello class and welcome back. I'm glad that you are still here with me. And in this lesson, we're going to take the legs that we created in the previous lessons and we are going to make them work individually. And what I mean by that is that as you remember, up until this point, we only have model one leg and the other leg is being reflected to the other side using a symmetry object. But as you know, when you use asymmetric object, anything that you do to the original object is going to be reflected into the reflected object. So if I want to move one of the legs of this character, the other leg is going to move as well. And that's not what we want. We want each of the parts of this character to be independent. So if we want to move only the right leg, we can move only the right leg. And to do that, we're going to use the exact same process as we used before. And again, this technique is better when your objects are non symmetrical, just like the top part of this leg. Because on the outside it has some extra details that it doesn't have on the inside of the leg. So this is a good example of the times that you can use this technique. All right, so now let's go ahead and start doing this process. So the first thing that I'm going to do is to rename these two angle. It's going to be the ankle are and this one is going to be the ankle L for left. Now I'm going to rename the other objects inside like that. Okay? And I'm going to do the same with these other group. I'm just going to rename the different objects. And this is really important. And I recommend you to always have all of your objects properly named. That is going to save you a lot of time whenever you want to modify something. Okay, so now I'm going to select these legs symmetry object. And I'm going to take that group out of the subdivision surface or object and delete it because we don't need it anymore. And I'm going to move this to the very top so we can work with these better. Now, I'm going to select each of these individual objects and let's rename them so we know which of these objects are which. Okay, that's going to be easier for us to work with. All right. That's it. Now, I'm going to select the group and I'm going to take it out. And I'm going to delete that symmetry object. And I'm going to take all of these objects out. And I'm going to create a new symmetry object for each individual of these different objects. Like so. And I'm just going to rename everything. Now, what I'm going to do is to select them and make them editable. So now at this point, each of these individual objects are only one object, but they have both the right and the left side of these objects, as you can see here. So what I'm going to do here is to select the leg object and using the rectangle selection tool, making sure that the only select visible elements option is off. I'm going to select all of the polygons on the right and right-click and select the split option. Now as you can see, we have two different objects. One is going to be the right leg and the other one is going to be the left leg like that. So now for the leg on the left, I'm going to select the extra points that we have that we don't need. So I'm just going to select them and delete them. And as you can see now, each of these legs are separated. So now the only thing that I want to do is to fix the axis of these objects. So I'm going to select each of these objects, and I'm going to go to Mesh Axis Center and select the axis center to command. And that's going to fix the axis for each of these different objects. Perfect. So now our legs are separated and we can hide them from the viewport. And now we can work with the other object. So let's work with this leg tap object. And we're going to do the same. Select all of the polygons on the right, Right-click and split those polygons. Then we're going to rename the object. Select the one on the left, and delete all of the points that we don't need. After that, we can fix the axis for these objects just the same way that we did with the other artists. All right, so now we're going to do the same with these other object. Again, select the object, select the polygons on the right, Right-click split. And now we have two different objects. Let's rename them and lead the point that we don't need. Renamed the other object. And then we can fix the axis for these different objects. And that's it. And as you can see, this is really, really easy to do. All right? And now let's just continue. So what I'm going to do is to select this angle. I'm going to turn on the view for these other objects as well. And as you can see now, all of these objects are separated and we can move them or modify them independently. And that's good. So what I'm going to do now is to select all of the objects that belong to the left leg and group them together. And I'm going to rename this group. And I'm going to do the same to the object that belong to the right leg. I'm going to open the group and I'm going to select the two objects at the top. And I'm going to group them together and rename these two leg tap. And I'm going to assign a subdivision surface object to it and rename it. So now I'm just going to reorganize everything. Okay, so now I'm going to move these one to the top like that because it's going to be the top leg. I'm going to append these and take out the group that is inside. And I'm going to delete that subdivision surface object, select that group and also the leg bottom object. I'm going to group them together and rename that group to lake bottom. And of course, I'm going to add a subdivision surface object as well. All right, So now all of these objects are properly organised. And now all we have to do is to do the same on the other leg. So we're going to take the object from the right leg and group them together in the exact same way that we did on the left leg. And again, I cannot stress this enough. It is really important that you have everything properly organized when you work in 3D. And that is because in 3D, the hierarchy of your objects can affect the movement of the object. If you are going to read the object, or if you are going to use some kind of animation. So it is really important that all of your objects are properly organized. So that's why we are doing here. And of course, it is also really important that all of your objects are properly named. That way, you can identify every single object just by looking at it. And if you are used to have everything organized, this is going to be really easy. But if you're not used to have everything organized, it's going to be a little bit hard at the beginning, but believe me, it is going to save you a lot of time and it is going to make your work much easier. And this is really important. If you ever want to work in a big animation studio, you have to know that you are not the only one who is going to use the files that you create. So it is really important that you organize everything properly. So when you do something and you pass that file to someone else, that person is going to find everything really easily. And as you can see, this is looking awesome. All right, so now what I'm going to do is to just save our file. Let's close it down. Let's go to the Finder. Make a copy, pasted inside of our C4D backups folder, and rename this file to 3D relative 0, 0 2, which is our second file. So now if anything happens to our original file, we have two different versions of our file and we can use the latest version to continue working on, right? So that is all for this lesson. I really hope that you learn something useful. I hope that you enjoyed the lesson. And I will see you in the following one. Thanks a lot for watching. 13. Modeling the Arms - Creating a round grid for the upper arm: Hello class and welcome back. In this lesson, we're going to start modelling the arm. So let's begin. So to begin, I'm going to create a new cylinder like that. Let's get closer. And I'm going to shrink it down like so. Then I'm going to go to the properties and I'm going to turn off their caps because we don't need them. Let's go back to the cylinder properties and let's change the rotation segments. I'm going to use 15 for this cylinder. Okay? Shrink it down a little bit more. And now let's go back to the properties. And let's change the segments to only two, like that. And let's make this an editable object. And let's use the loop selection tool to select all of those edges and move him down. And now we're going to select all of those polygons. And we're going to use the extrude inner tool to make an inner extrusion. Alright, so I don't want this in an extrusion to be like that. I want each individual polygon to have its own inner extrusion. So we have to do is to go to the extrude inner tool properties and turn off the preserved Groups option like that. And as you can see now, each individual polygon has an inner extrusion. And that's what we need. Perfect. So I'm going to do another extrusion. Now, what I have to do is to select all of those edges. And I'm going to use the edge CAT tool. And I'm going to make one cat in the middle of these edges. So I'm going to change the offset to 50 percent. Now, I'm going to select all of those edges using their ring selection tool. And using the edge CAT tool again, I'm going to cut those edges right in the middle. Like so. Now I want to make these queries look like a circle. I'm going to select all of those different points. And I'm going to use the scale tool to scale them down. And that way it is going to look like a circle. Alright, so now I'm going to create a new subdivision surface object and apply it to our cylinder. And having all of those polygon selected, I'm going to delete them because we don't really need them. All right? And I'm going to select all of those different points. And then I'm going to go to that tab view. And I want all of these points to follow a circular motion. So what I'm going to do is to create a new circle like that. And I'm going to make it the same size as our cylinder. This circle is going to serve as a reference to where we have to place the points of our cylinder. And to make these reasonable a little bit easier, I'm going to go to the properties of this circle. I'm going to activate, they use color option. So I'm going to turn around and I'm going to make these color, some kind of red color. So we can see this better. Now, I'm going to go back to my cylinder. And here I'm going to move them into position like that. And I'm going to deselect the points that are in the position that they need to be. Let's go back and let me turn off the honest select visible elements option for the lab selection tool. And let's select all of those points again. Okay, now let's do it again. Let's move all of those points, deselect the ones that are in the circle, and continue moving the rest of the points like that. And finally, the last point like that. As you can see now, these points follow this circle. So what we want to do is to go back to the perspective view. And as you can see now, this object looks more circular than it was before. And that's what we want. And they want to make one cat right there. Perfect. And select those points at the bottom. And I'm going to move them up. Perfect. So now what I want to do is to select all of the edges at the top. But as you can see, the loop selection tool is not going to work now because we have modified the different edges. So what I'm going to do is to go to the right view. And I'm going to select all of those edges at the top like that. And I'm going to deselect the rest of the edges. But I will have to do this using the live selection tool. So let's change to the live selection tool. And let's unselect all of those edges that we don't want like that. Now let's go back to the perspective view. And now we can make a new extrusion like that. And really small one. And let's move it up just a little bit like that. Perfect. Now we are almost complete. So what we're going to do now is to select all of those different points. And we're going to invert the selection. And we can now delete all of those points because we don't need him anymore. So I'm going to make a copy of the cylinder. I'm going to select it, go to the object mode and rotate it like that. And I'm going to rotate it 24 degrees. Perfect. Now I'm going to select this one. I'm going to take it out. So I'm going to select both of these objects. And I'm going to use the command connect objects, delete. And that's going to create only one object out of the two objects that we had. Now let's take these back inside of the subdivision surface object. And as you can see, the points are not connected. So I'm going to select both of those points and I'm going to use the weld tool to weld them together. And I'm going to do the same with the rest of the points. So they are connected. Perfect. Now, they are completely connected. So what I'm going to do now is to create a new copy of this object and rotate it. And this time we're going to rotate it 72 degrees. Now let's select them both. Let's connect them and lead. Weld all of these together. This time I'm going to do it a little bit different. I'm going to select all of those points. And I'm going to go to the menu mesh, then command, and then optimize. And I'm going to change the value to only 0.5. Let's place it back inside of the subdivision surface object and tested. Now let's make a new copy. Rotate this object. Let's get closer. Like so. And let's do it again. Select both of the object, use the command connect plaza lead, and select all of those points like that. And then go to Mesh, command and optimize. As you can see, they are welded together. Let's do it again. Make a copy and rotate it. Let's make sure that it is on the right position. Perfect. And as you can see now we have some points that we don't need on this end. So we're just going to select them and delete them. Now, what I'm going to select both of the objects. Use the command connect plus delete, and select the points in the middle. And go to Mesh commands and optimize. As you can see now, we have to modify this area here as well. So let's select all of those points. Would mesh, command and connect. Perfect. And as you can see now, the fourth ring of this arm is complete. Now let's select all of the points at the bottom and lead the lead them. So what I'm going to do now is to make a new copy of this object and move it up like that. And let's make sure that they are closer together. And now let's rotate it a little bit. Like so. Perfect. Alright, so now what we want to do is to connect both of these objects together. So let's select them both and use the command connect plaza lip. And again, we have to select all of the points in the middle where we connected these two objects. So let's select all of those points. Let's make sure that we select them all. Let's deselect those. And now we can come back here, go to Mesh commands and optimize. And as you can see now, these are well-connected. Let me make a new copy of these new object. Let me move it up. Like that. And a new copy. Let's move it up. Now let's go to the right view to make sure that they are on the right position. Let's go back to the perspective view and we can make another copy like that and place it on the right position. Now, let's select all of the objects. Let's use the command connect, blast, delete. Let's go to the right view. And we have to connect all of the points. So now we have to select all of those points like that. Use the command optimize. And let's move onto the next one. Let's use a command optimize. Let's go back here. And let's change the preferences of this command. So it works better on that area. And let's continue working on the rest of the points that we have to connect. And we can select all of the points at once. Like that. Now let's go to Mesh commands and optimize. All right, so now let's go to the perspective view and let's turn on the subdivision surface object. All right, so now what I want to do is to get rid of those edges in the middle because they are an unnecessary. So what we have to do is to make sure that only the edges that we want to delete our selected. So I'm going to deselect those edges, add them up, and make sure that the edges at the very bottom are not selected either. So now with those edges selected, I'm going to right-click. I'm going to select the option. Perfect. Now these looks much, much cleaner. Perfect. So now I'm going to go to the polygon mode, select all of those polygons and make sure that they are the same color on the outside, that yellow color. And that means that the normals are facing the right way. Okay, so we are good to go. Now let me rename these object. And I'm going to make a new copy. And I'm just going to save the first one in case I want to go back at some point and modify it. Perfect. So what I'm going to do is to select all of the polygons and make an extrusion, making sure that the create gaps option on the extrude tool properties is on like that. Perfect. So as you can see now, this one has volume. Let's make a quick render. And as you can see, this looks really good. So let me select it. Let's turn on the visibility for these character. And let's move this arm to its place. As you can see, now this looks really, really cool. Alright, so these lesson is almost over. We have completed modelling the part that we wanted to model. Now, before ending the video, I want to clarify something and it is something important. Now, the thing that I want to say is that we could have achieved the same object or the same effect using a regular cylinder and applying a texture that provides the halls to the model without modelling the holes. And I could teach you how to do that with a texture. But the main purpose of this course is to teach you different modelling techniques that you can apply, not only in this project, but in many other projects. So that is the reason why we model these object with the different hosts. Alright? But again, we could have achieved the same effect using a regular cylinder without any holes. And applying a cinema for the material that provides the house when we render the scene. Alright, and that is all that I wanted to say. So that is all for this lesson. I hope that you learn something useful. And again, I will see you in the next lesson. 14. Modeling the Arms - Creating the shoulder and lower arm: Hello class and welcome back. In this lesson, we are going to continue modelling the arm for these character. So let's begin. So the first thing that I'm going to do is to add a new sphere. And I'm going to name it shoulder. So let's move it into position and resize it accordingly. Now let me go to the front view to make sure that this is on the right position. And I'm going to shrink it down like that. Okay. Now let's go back to the perspective view. And let's make sure that this is the size that we need. Okay? Perfect. Now let go and recycle one of the elements that we created before. So let's recycle the ankle. And this time we're going to rename it to shoulder. And let me reset the rotation values of these shoulder. Okay. And let's move it to the shoulder area. Right now. Let's resize these shoulder object like that. Okay. And I'm going to rotate it 180 degrees, like so. I'm going to place it into position and move it out. Okay, now let's go to the front view and let's make sure that this is on the right place. So this is going to be the shoulder. Now let's select this fear and let's make a new group. And let's place inside the shoulder like that. And I'm going to name these group arm. So now we can turn back on the visibility for the object that we created in the previous lesson. And first, I'm going to reposition the axis for this object. I want it on the top, like so. Right now, I'm going to place it into position. I'm going to use that point there as a reference. And I'm going to shrink these down and move it into position like that. And I'm going to make sure that these feeds on these other object. Perfect. Now you can see that this is starting to look really, really good. Okay, so now let's get closer. Let's select the arm. And as you can see, we have to place these mesh object inside of the arm. So now if we rotate or move these group, we're going to move the whole arm like so. That's great. You can see it works. Perfect. Now let's go back. And now let's continue with the rest of the arm. So I'm going to rename these to make sure that we know that this is the arm on the right. Perfect. Now let me select these shoulder and make a new copy. And let's move it. Make sure that it is on the exact line. And we're taking that point as a reference, like so. And we're going to move it down. Okay, so I'm going to make it bigger. And I'm going to go to the perspective view. Let's get closer and I'm going to make it a little bit bigger. All right, so now I'm going to make a new copy of these objects. And I'm going to make this copy editable. Then I'm going to select all of those different polygons. And I'm going to delete them. And also all of those other polygons like that. Okay, so now let's go to the point mode, select all of the points, and go to Mesh commands and optimize to get rid of all of those points that we had. So now let's select all of the remaining polygons and let extrude them, making sure that the create caps option is on. And now I'm going to use the knife tool on the loop mode. And I'm going to make a cut right there. And let's select all of those different polygons are the tab. Let's make a new extrusion. And let's make another one. Let's flatten these polygons. And let's move this to the top. Like that. That's okay, perfect. I'm going to make a few cat. Like that. And I'm going to select bearing selection tool and select all of those edges. And using the edge CAD tool, I'm going to make two different cat in the meal. Like so. Perfect. Now let's turn back on the visibility of this mesh. And as you can see now, these arm is starting to take form. Okay, now, let me select these sphere. And let's move everything up like that. Perfect. Now let's select this object. And I'm going to place it inside of this group and rename it arm like that. And I'm going to take these and I'm going to place it inside of these subdivision surface object and select both of these objects and group them together. So the two of them are affected by the subdivision surface object. So now I'm going to select these arm. I'm going to make a copy. And I'm going to rotate it 180 degrees. So it is facing the opposite direction, like so. And now we're going to add a few extra details to these objects. So I'm going to select those six polygons. And I'm going to leave for polygons and selected, select another six polygons. Live, another for unselected. Select those six. Live for unselected, and select those six polygons. And as you can see, we have to work it in a different way. So we're just going to select for live, for unselected, select the next four, live, the next unselected, and so on. And as you can see this time it works. Okay? Now, with those polygon selected, I'm going to use the extra tool. Turned back off the create caps option for this tool. And let's make an extrusion. I'm going to use this tool to bring all of those polygons closer together. Let's make another extrusion. Let's use the scale tool again to bring the polygons closer together. And now, as you can see, this add some really cool detail to these arm. Okay, Now let's add a subdivision surface, our object to this arm. And let's see how this looks. And I like how this looks. So now what I'm going to do is to take this arm out of the subdivision surface object on right? Now, I'm going to select the shoulder and I'm going to make it an editable object and delete this one. Okay, Now, let's make a new subdivision surface object. And let's select the two of these objects and group them together like that. Perfect. Okay, So now if we move the subdivision surface object or if we rotated, It's going to rotate or move the whole arm like that. Okay. And that's what we want. Perfect. Now, what I'm going to do now is to add some more details to this part of the arm. And I want to add a few details. But first, I think that we did something wrong here because as you can see, this area here looks a little bit funny, so I don't like it. What do you think that happened is that we made an extrusion and we had the create caps option on. So we're going to fix that. And to do that, I'm going to go to the very bottom, select all of those different polygons. And now I'm going to go to select, and I'm going to set selection like that. And then I'm going to go to the different options. And I'm going to use the hide polygons option. And this option is not deleting the polygons, it is just hiding them. Okay? So now we can look inside. And just as I thought, we had some polygons there that shouldn't be there. So with those polygons selected, I'm going to just delete them. Just like that. Get now let's get in. And as you can see now, we don't have any more polygons that we don't need like that. And that is what was causing the problem. And as you can see now, these looks much, much better. Alright, perfect. So now what we can do is to double-click on the selection icon. And that is going to bring back the visibility of the polygons that we hid before. So now they are visible again. And now I can delete these polygon selection. Perfect and make one cut right there and another one here. Okay, That's looking better. Let's go to the edge mode. Select all of those edges, and make two different cat like that. And I'm going to go to the polygon mode, use the loop selection tool. And let's select those different polygons, like so. Now let's use the extrude enter tool. And let's turn back on the preserved Groups option like that. Then I'm going to go back and I'm going to use the extra tool that's going to work better. Like that. And then like how this looks. So now what we want to do now is to make an inner extrusion like that and use the extra tool again and make another extrusion like so. Now let's zoom out to see how this looks. And I really like it. I think that this is going to add a little bit of extra detail that is going to make these look better. I'm going to select all of those polygons, and I'm going to delete them. And I'm going to select all of the points at the bottom. And I'm going to use the scale tool to scale these app like that. So the goal here is to make the radius of the bottom part of this object this same at the size of the radius of the top part of the object. Like that. Perfect. So now the only thing that we have to do is to connect these polygons together. And to do this, I'm going to use the polygon pen tool. And let's just click on the four points and then on the next two points to connect them together like that. And now that we have those polygons there, we can use the closed polygon hole tool and close all of those polygons like that. And the only thing that we have to do now is to use the knife tool, making sure that the mode is online. And we have to connect those points together and makes sure that they're visible. Only option is on. So you don't have any polygons behind them, right? And I think that some of the polygons are not facing the right way. I'm going to select them all. And as you can see, some of the polygons are blue and this means that the normals are facing the opposite way. So I'm going to select those two polygons. So I'm going to go to Mesh normals and reverse normals. And as you can see, now they are yellow, which is the way that they should be. So now we can continue. We're going to go back to their knife tool. And I'm going to connect all of these different polygons like that. I'm just cutting them. So we have these polygons the right way. Okay? So this is really simple. We are just connecting the different points. 0, kid. Okay, perfect. And let's zoom out to see how this looks. Okay, so now I'm going to select the shoulder and I'm going to make a new copy and I'm going to move it down and I'm going to resize it. So it is the same size as these part of the body. Like that. Okay, so now I want to add a few more extra details at the bottom of these arm. So I'm going to, first of all select that loop of edges and increase its size using the scale tool. Now, on the polygon mode, I'm going to select those polygons. And I'm going to use the scale tool to separate them. And now I'm going to use the extra tool to make a new extrusion. And let's move them down. Just a tiny bit. Like that. Perfect. And I really like how this is looking bad. I think that this arm is way, way too big. So what I'm going to do now is to select this section here, and I'm going to scale it down and move it up. And now I have to move up this fear as well. And I think that it is still a little bit too big. So I'm going to select the whole thing. And I'm going to group it together, rename these two arm. And I'm going to go to the front view, change the axis. So let's make sure that you are on the axis mode. And more with AP. And the axis should be right in the middle of that sphere, which is the shoulder. So now we can use the scale tool to scale everything down at the same time like that. And I think that now these shoulders should be a little bigger. So let's select it and let's increase the size like that. So now I want to move the whole thing to the right. So I'm going to take out the shoulder so we don't move it. And I'm going to select the rest of the objects and I'm going to move them to the right. Like that. I'm going to place the shoulder back inside. And now you can see that if we select that group and we move it, are rotated, the whole arm is going to move or rotate, and that is what we want. Now the problem comes if we select the arm group and we move it, as you can see now, the rest of the arm is not moving. So what we have to do is to fix that problem. So I'm going to rename this one really quickly. And I'm going to select the two of these objects, group them together. And I'm going to rename the new group. And now we can come to the front view and we can fix the axis. And the axis for this group should be right in the middle of that sphere. Okay? So now if we turn off the axis mode, we can select that group and more weed and rotate the whole thing. So now all we have to do is to rename this group. And I'm going to make a new copy and I'm going to rename it to arm left, like that. And all I have to do now is to change the rotation and the position of this arm. So it is on the other side of the rubber. And I'm going to reset the rotation values for the axis like that. Now let me zoom out, make a quick render and see how this is looking. And then like how this looks. I really like how the fluid is coming out. And that's all for this lesson. I hope that you learn something useful and I will see you in the next lesson. 15. Modeling the Feet: Hello class and welcome back. In this lesson, we're going to create their feet for our character. So let's start. Okay, let me get closer. And let's turn on the blocking element for our character. And what I want to do now is to make a copy of the food object. Okay? So first of all, let's move it to the side. And let's turn off the visibility for the blogging parts. And move that polygon down like that. And let's move the whole object down. And let's use the ring selection tool to select those loops. And using the edge CAT tool, we are going to make a three different cat. Now, let's let, those are edges. And let's make another three cat. Let me select those polygons on the front. And let's scale them down. And let me select those two polygons moving to the front like that. Now we're going to add a few extra polygons on the back. So let me select all of those polygons and make an extrusion. And we're going to use the scale tool to scale those polygons down on the x-axis. And let's move the whole thing to the front. So it is on the right position. Now let's select their loop selection tool. And let's select all of those edges. And let's scale them down. And we can do the same using the polygon mode like that. Okay? Now let's select all of those polygons and moving to the front just a little bit like so. Now let me select that edge there. And let's scale it down. Okay, Now let's select the polygons on the top. And let's make a new extrusion like that. Now let's use the scale tool to scale all of those polygons down. And let's move him to the back. Like that. Now let's make a new extrusion. Scale the polygons down, and move on to the back like that. Okay, Perfect. Now let's add a new subdivision surface object and see how this is looking. And I'm going to modify those edges and we'll take that edge and move it to the front. So this has a more rounded shape. Okay? And I want to move this a little bit to the back. Okay? Now let me make a new extrusion. Scale it down, move it to the back. And just like that. Okay. Perfect. Okay, So now let me take those polygons at the back and I'm going to make an inner extrusion. Let me make another one. And let me make a regular extrusion and move those polygons down like that. And let's make another one. Okay. This is looking nice. Okay, so now let me fix some areas here because I don't really like how this looks on this area here. So I'm going to select the point mode. I'm going to select all of those points. And I'm going to select the other points, the points on the other side. And I'm going to bring them closer together and moved to the back. And I'm going to select those other points. And using the scale tool, I'm going to get them closer together as well and move them to the back. Like that. Perfect. Now I'm going to select those polygons there. And I'm going to move them up. Just like that. That's going to look better. And now I'm going to use the knife tool. And I'm going to cut right there. And I'm going to make a new extrusion like that. All right, so this is almost complete. So let me move the whole object back to its place. And let me rename these objects. Okay. Perfect. Now what I want to do is to add a new section here to connect the foot and the leg. So I'm going to rotate this ankle like that. Alright, so that didn't look that good. So I'm going to go to my objects and select the leg tap right object. And I'm going to make a copy of these. I'm going to rotate it 180 degrees. And I'm going to move it down. I'm going to resize it like that. Now. I'm going to resize these foot. Okay. Really good. Okay. I'm trying to find a good position for the foot. So I'm going to have to modify some of these points even more. I can do this by moving the polygons like that. That's going to work. Okay, so there are subprime there. So I'm going to fix it by adding a new cat right there. I'm going to move the food into the right position. So I'm going to move it back. And I'm going to scale it up just a little bit like that. So let's go to the front view to see these even better. All right, I'm going to move this down just a little bit. Perfect. All right, so now I'm going to zoom out and see how this looks. All right, This looks good. So now I'm going to go ahead and rename these different objects. And this would, is almost ready. So we're going to make a new copy. And we're going to rename these new copy. And we're going to move these to the other foot. And as you can see, it is not the way that we want. So what I'm going to do is to delete that group. And I'm going to change the position individually. And I'm gonna do the same with these other object. And I'm going to go ahead and change the rotation. And I'm going to group them together. Rename this one at the subdivision surface, our object, and also rename it. So now this should be on the right place and on the right orientation. Alright, let me zoom out. And let's make a quick render. And as you can see, up until this point, everything about this character has been really, really easy to make. I hope that you learn something useful in this lesson. And I will see you in the next one. Thanks for watching. 16. Modeling the left hand: Hello class and welcome back. In this lesson, we're going to model the hand for our character. So let's begin. And I want to start by organizing these area here, because when we create the hands, we're going to add a lot of new objects. So I don't want anything that I'm not going to use. Getting in the way. Perfect. So now I'm going to select the right arm and I'm going to rotate it just a little bit. And I'm going to select the other arm and I'm going to rotate it at the same angle like that. And now let's turn on the visibility for our blogging object like that. And I'm going to use some of these objects. So let's make a new copy of these armed group. And let's Hi, there is really for our blogging. And now we're going to work with these different elements. I'm going to start with the hand. I'm going to take it out and hide everything else like that. And I'm going to rotate it. So it has to be on the same angle as the arm. Like that. Now let's go to the coordinates. And I'm going to just copy and paste the angle that we're using for the arms. Okay, so now let's go to the front view and let's make sure that this is on the same angle as you can see it is. And what I'm going to do now is to just scale this a little bit down. And now I'm going to add a new subdivision surface object, and I'm going to rename it. And I'll let select the hand. And let's use the ring selection tool to select all of those edges around. And now let's use the edge CAT tool to make three different divisions. And we're going to do the same with these other edges. Okay, so that looks really good. Now I'm going to select those polygons and I'm going to scale them down just like that. Then I'm going to select the polygons on the front. And I'm going to move a leg zone. Well, they want to do here is to give a little bit of roundness to this object. Now, I'm going to select all of those different polygons and I'm going to scale them down. Maybe a little bit more. Okay? And let's go to the edge mode and select all of those edges. And now we can use these keys to scale them down just a little bit. Okay, so that is looking really, really nice. Now let's get closer. I'll let reposition these hand. Now let me change the display mode to see the polygons better. Okay, so now let's go to the point mode, and let's select those points. And let's move them just like that. And I'll let me use during selection tool to select all of those different edges. And using the edge CAT tool, we're going to make one cat in the middle. So now we have more polygons to work with. And that's good. I'm going to select all of those points on the sides, and I'm going to move them down just to give a little bit more roundness to that hand. And now let me select those two points and I'm going to scale them out like that. Okay, so now I'm going to go to the polygon mode, select those four polygons. And now I'm going to use the excellent inner tool to make an inner extrusion like that. And I'm going to use the scale tool to resize those polygons. Like so. Make another inner extrusion like that. And then I'm going to make a regular extrusion. Now, I'm going to use the ellipse selection tool to select all of those polygons around. And I'm going to scale them out like that so we can see the cavity that we just created. Okay, so now I'm going to use the knife tool. And I'm going to make one cat in the middle of those polygons. And I'm going to move him up just a little bit and maybe scale them down like that. Now, I'm going to change the display mode to see these better. Alright. As you can see, we have to modify this a little bit more. So I'm just going to use these cultural, okay, so now this is rounded and that's better. Now I'm going to select the whole thing and I'm going to move it down like that. All right. So let me see how this looks. Okay, so this looks really, really good. I'm happy with the result. So now let's continue. What I'm going to do now is to make a copy of these two fingers. And I'm just going to get closer. And I'm going to rotate these finger like that. Alright, so now we have these finger and I think that we're going to just model one finger. And then we're going to duplicate it and reposition it on the other places where we have the fingers. Okay. So maybe we don't need these ones. So I'm just going to, I'm just going to hide it. Alright, so I'm going to select these cube, which is going to be one of the fingers, and I'm going to scale it down like that. Okay. Advocate. So that is going to be one of the parts of the finger, but we have to add another component to connect the different parts of the finger. So I'm going to recycle one of the elements that we created before. So for this I'm going to make a copy of the ankle and I'm just going to move it into position. Okay. Let me take this down. And now I'm going to make sure that this has the exact same rotation as the other elements. That's going to work. I'm going to scale it up a little bit. And I'm going to get rid of that part in the middle because we don't really need it. Okay. So now we have to work on the finger. So let's select it. Let's move it into position. And let's make sure that this is on the exact same angle as the other objects like that. Something is not working properly. So let me go to the front view just to make sure that everything is on the exact same angle like that. Okay, so now let's work on the finger. Let's select it. And let me add a new subdivision surface object and rename it to finger. So now we have to add some subdivisions to these objects. Select those edges around. And let's use the edge CAT tool to make a few cat. And now let's do the same with the other edges. All right, that's going to work. Okay, so now let's select the object. And let's select all of those different polygons on the front. And let's move them to the front. And we're going to do the same with the polygons on the back. So this way, this is going to have a little bit of roundness. Now let me select all of those edges in the middle, and let's tell them out again to add a little bit of roundness. Now let's select the whole thing and let's move it into position. I see a thing that this object is not on the exact same angle as the other ones. So I'm going to go back to the front view again. And let's make sure that this is on the exact same angle. So the problem is that the axis is not properly placed. So I'm just going to rotate it like that. Okay. So I'm using the lines of the other object to guide me like that. Alright, so let's go back to the perspective view. And let's select the finger. And I'm going to select all of the different polygons and just shrink this down a little bit like that. All right, this looks really good. Let me select those polygons in the back, and let's push them a little bit more. And let's select all the polygons and shrink him down. All right? Okay, So all I'm trying to do here is to give it a little bit more roundness to this object. So now what I'm going to do is to select the knife tool and make one cat. Right there. And I'm going to make another cat on the polygons are the back. Now I'm going to select all of those polygons on the top and move them up closer to the other object. And I'm going to make one cat using the knife tool. And I'm going to select that polygon. And I'm going to use the extra tool to make one small extrusion and then another one. And this time I'm going to rotate it. So this polygon is going to follow the path of the other object. Let's make another extrusion. Rotate the polygon, and make the shape of this object follow the shape of the other object. Like that. A whole case of these looks really, really good. And I'm going to see how this looks from a little bit further away. And I like how this looks. I really like how this is coming out. So now what I'm going to do is to select these finger and place it inside of these other group. And I'm going to rename this subdivision surface object. Now, I'm going to get rid of the subdivision surface objects that we don't need like that. And also, I'm going to get rid of these group. Now. I'm going to make a new group. And I'm going to place these objects inside. Okay, so now I'm going to add a new subdivision surface object. And now I'm going to go to their aid view because, uh, we need to fix the axis for these objects. So I'm going to select the axis mode, and I'm going to select the axis of the subdivision surface, our object, and fix it. I'm going to place it there where we can move the finger. All right, Perfect. Now let's go to the front view and let's fix this. So this is right in the middle. Like that. We're going to do the same with the axis of these group. Like that. Maybe a little bit more. Now they are on the exact same position. Now let me rename these subdivision surface object. And I'm going to make a copy of these group. I'm going to just rename it and move it down. This is going to be the tip of the finger. And now I'm going to select both of the groups, and I'm going to group them together and rename this group. And I'm going to fix the axis again, making sure that it is on the exact same place as the axis of the other objects. So that way, when we rotate that group, the whole finger is going to rotate. And now I'm going to reposition the tip of this finger like that. Okay, so that looks really, really nice. The only thing that I don't like is that it is way too long. So I'm going to fix that. So let's select these objects and let's shrink it down. Let's do the same with these other part. And let's move everything back into place. Now let's see how this looks. And these looks much, much better. I'm just going to rotate the tip of the finger. And I'm going to rotate also the whole finger. But first, I have to place the second group inside of the fourth group. So whenever I rotate the first group, the second group is going to follow as well. Now, I'm going to make a copy of these finger and I'm just going to move it to the left. And for this finger, I'm just going to make it Allie little bit bigger. And I'm going to reposition these fingers. Make a new copy, scale it up like that. And now I'm just going to adjust the position of these fingers like that. Okay, so that's going to work. Okay, so we have almost finished modelling these hand. So the only thing that we have to do is to rename all of these different fingers so we don't get confused. Let's do that. And now we have to make a new copy of one or the fingers and rotate it. This is going to be the thump. And let's position it like that. And we have to make these really, really small. So let's work on that. Let's increase the size of the whole thing first. And let's rename this. And we're going to make these much, much smaller like that. Yeah. Okay. All right. So now let's take the second part and let's move it back into position. And let's rotate these first. Okay, so now I'm going to make this section really, really small, Like that. Okay, that's going to work. And let's select these last part. And let's let those polygons at the bottom. And let's move them down to give it a little bit more roundness. Maybe a little bit more like so. All right. That is good. Now let me select the whole thing and let me rotate it just a little bit like that. Okay. That's going to work. Okay. I'm just going to fix the position and the rotation of these finger, which is a little bit tricky. But nothing that we cannot do. Of course. Okay. I'm going to select the whole thing. I'm going to move it up just a little bit. I'm going to rotate it just a little bit more and maybe move it back. Like so. Perfect. So now let's see how this looks. Let's make a quick render. And I really like it. I like how this is coming out. And that's all for this lesson. I hope that you'll learn something useful. And I will see you in the following lesson. 17. Adding details to the left hand and creating the right hand: Hello class and welcome back. In this lesson, we're going to add a few more details to the hand. And then we're going to take this hand and use it to make the other hand, the hand on the other side of this character. So let's begin. So the first thing that I'm going to do is to select all of these elements that create these hand. And I'm going to group them together. And I'm going to rename this group to hand. And as you can see now we can move the whole thing. And I'm going to fix the axis of this hand. But first, let's make sure that this axis is facing the right way. So let's place this axis right in the middle of this sphere. Like that. Perfect. Now let's turn off the axis mode. And let's go back to the perspective view and lead rotate the hand. And as you can see now, if we rotate these group, they haul have, is going to rotate around this fear that is connected to the hand. And that is exactly what we want. Now let's go back to the front view and let's select the hand. And I'm going to take all of these points and move them back to where they were at the beginning. Perfect, that is going to work. Alright, so now I'm going to add a little bit more details to these hand. So let's select the hand, go to the point mode, and let's move this point down. Let's select those three points and let scale them out. Like so. Perfect. Now let's go back to the polygon mode. And with those polygons selected, let's make an extrusion. And then we're going to make an inner extrusion. Let's make another inner extrusion and yet another one. And now we can take those polygons and move them down. And let's make our regular extrusion like that. Perfect. And I'm going to use the knife tool, making sure that it is on the loop mode. And I'm going to make one cat really, really close to those edges. So now I'm going to select all of those edges. And I'm going to use the edge CAT tool to make one cat right in the middle. And as you can see, this detail was really, really easy to add. But it's going to give it a little bit more personality to these character. The only thing that I'm going to do now is to come over here and use the knife tool to add one cut right there. Okay, that looks better. Perfect. So now this is complete. All right, so the modeling process of this hand is complete. Now, all we have to do now is to clean everything up. Because as you can see, we have a lot of subdivision surface object and that is not good. So what I'm going to do is to get rid of some of the subdivision surface object because we have a lot. So the way we're going to do it is, first of all, I'm going to take this hand and I'm going to move it up. And I'm going to select these hand group. And I'm going to make sure that I'm pressing the Alt key and that these hand group is selected. And I'm going to create a new subdivision surface object. Now, remember that whenever you press the Alt key and create a subdivision surface or object that so the patients are faced object is going to be applied to the object or the group that you had selected. And not only that, but it is also going to take all of the coordinates, including the position and the rotation of the object that you had selected. And it's going to give him to that. So the surface object. So that's the reason why we did it that way. So now the subdivision surface, our object has all of the same coordinate as these hand group. And that's what we need. So now we're going to take this hand group and we're going to take it out of these new subdivision surface object. Then we're going to take the subdivision surface object and place it inside of the group. Now we're going to rename it. And we're going to take this hand object and make it a child of the new subdivision surface object and delete the previous one. Okay, so now let's open the rest of the subdivision surface objects. And we're going to take their content and we're just going to place it inside of these other one, the newest one. So now I'm going to select all of these different subdivisions service object. And I'm just going to delete them like that. Okay, so now I'm just going to rename everything like that. And I'm just going to make sure that everything is properly named. And this is just to have everything organized properly. So whenever we want to modify something, we will be able to find it really, really easily. Okay, so now I'm just going to close these different groups. And I'm going to select these hand object. And then I'm going to go to the front view. And I'm going to make sure that this axis is on the right position, which is right there in the middle of the sphere like that. And we're going to group these objects by pressing Alt J and rename these to hand. Now we're going to take the rest of the groups and we're going to place them inside of these new hand group. And that way all of the objects and all of the content of these different groups are going to be affected by the only one subdivision surface object that we have at the very top. Now, when I'm going to do, is to select both of these arms, and I'm going to make them a child of these Robert group. And I really like the way that this is coming out. We have done a really, really good job. Okay, so now that we have completed cleaning up everything, we can now continue. And what we are going to do now is to take the hand that we have model and we're going to make a copy and place it on the other arm. And to do that, I'm going to show you a different technique from the ones that we have used previously. And for this technique, I'm going to create asymmetry object. And I'm going to rename it temporary. And this is because we are going to use these only as a temporary reference. So I'm going to take the whole hand group and I'm going to make it a child of the symmetry object. Now what I'm going to do is to make a copy of this hand. So now we have two, and I'm going to invert the position of the hand like that. And I'm going to also invert the angle. As you can see, these are must fit. The only thing is that these is rebirth. The thumb is on the opposite way. And the same happens with the rest of the fingers. And that's why we're going to use the symmetry object as a temporary reference. So we can now select the different fingers and we can place them on the right position. So let's start with this finger like that. And I'm going to modify it a little bit because it is not exactly the same. And to make things easier, I'm just going to hide some of these elements like that. And I'm just going to make sure that these new finger fits perfectly on the same position as the finger that we have in our reference like that. And I'm going to do the same with the next week. And as you can see, it is not exactly in the same position, but that's going to work anyways. Now we're going to do the same with the second finger. So now we have these two different fingers. And I'm going to move this one into the right position, which is something around there. And as I said, it doesn't have to be the exact same position. Just close enough. And I'm going to work with these other finger. I'm just going to place it into position. And now I'm going to work on the farm. Let me take this one and I'm going to invert the position and also the rotation values. As you can see, I have to modify these alleles bit more. I'm just going to change those values and more with a little bit. Okay, so that is close enough. Okay, perfect. Now I can turn back on the visibility for the rest of the objects. And now I can turn off the symmetry object. And I'm going to take this hand out of the symmetry object. And I'm just going to rename the other hand. And now we can delete these temporary symmetry object like that. And we can turn back on the visibility for the elements of these other hand. And as you can see, this was really, really easy to do. Now we have both of the hands and I'm just going to rename all of these different elements. And I'm just going to do a test. So I'm going to select the Rotate tool and I'm going to rotate the hand. And as you can see, it works perfectly. So now I'm going to rotate one finger. As you can see, it works as well. The same as the rest of the fingers. And I'm just going to zoom out. And I'm going to make a quick render to see how these looks. All right, I love these character. And that is all for this lesson. I hope that you learn something useful. And I will see you in the following lesson. 18. Modeling the Decorative Skull: Hello class and welcome back. In this lesson, we're going to model a is cool. And this is only to give a little bit more personality to these character. So let's begin. So what I'm going to do is to create a symmetry object and name it school. Now I'm going to make a new plane and I'm going to rotate it 90 degrees. And I'm going to make it a child of these symmetry object. And let's move it to the chest area. And I'll let go to their front view. So I'm going to change both the width and the height segments of these Blaine to only four. And I'm going to make this an editable object. Now, I'm going to go to the point mode, and I'm going to select those points on the left, and I'm going to delete them. So now let's take all of those points and let's move on to the right. Like that. I'm going to select the knife tool and I'm going to make two cat like that. And I'm going to rearrange the position of those points. And I'm going to let those different polygons. And now I'm going to use the extrude inner tool to make an inner extrusion. And now let's select all of those points and get them closer together to the center and delete all of those polymers that we had selected. Now we can go to the edge mode. And I'm going to select those edges. And I'm going to make one division like that. Now. I'm going to select all of those edges and extrude them. I'm going to select that point and I'm going to make sure that it's position for the x-axis is equal to 0. And the same applies to the other points in the middle. Now, I'm going to add our little bit of roundness to these school like that. And now I can select that point and lead. And I went to Lake also, these different points, I'm going to use this cultural to scale them down and give these a round shape. And I'm going to select all of those points. Now I'm going to scale them out like that. Now I'm going to select all of those edges and extrude them. And now I'm going to select that one and give it a little bit of roundness to the top of the head. Now, I'm going to use the knife tool to make a cat right there. And I'm going to give it a little bit of roundness over here as well. Let's move these points up. And also these ones. And now what I want to do is to create some teeth for the school. So let's do that. And to do it, I'm going to select the edge mode. And I'm just going to select two of them and make annual extrusion. And then I'm going to select those edges and shrink him down. There. I'm going to do the same with the remaining edges. I'm going to extrude them and shrink him down. Like so. And I think that we have way too many teeth. So I'm just going to select those two points and I'm going to weld them together using the wild tool. Now, I'm going to select all of those points and move them down. All right? Now let's select all of those different points and move them up. Also these ones like so. Now let's select those points and scale them down. And also these ones. So the teeth are a little bit separated from each other. Now using the knife tool, we're going to make a new cat right there and another one at the bottom. Now, I'm going to select all of those edges and I'm going to use the edge CAT tool to make one division right in the middle. Okay, So now the school is almost complete. All we have to do is to select the symmetry object and make it an editable object. I'm going to add a new subdivision surface object. All right, so now let's go back to the perspective view. Let's go to the polygon mode. Select all of the polygons. Make a new extrusion, making sure that the create caps option is on like that. Okay, so this looks really, really nice. Now let's go back to the front view. And I'm just going to select all of those different points, scale them down and move a map. And now we're going to make their forehead are little bit larger. Like so. All right. This looks really, really good. Now I'm going to select all of those different points that create the I like that. I'm going to make him bigger like that. Okay. I think that was way too big, so I'm just going to undo it. And now we can come back to the perspective view. I'm just going to rename these different objects. And I'm going to turn on the visibility for the Robert. So we can now scale this down and move it into position. And I'm going to place it right in front of the chest of this character like that. And I'm going to rotate it a little bit like so. Okay. So the only thing that we have to do now is to select the object and use the edge CAT tool to make one division right in the middle of those edges. And let's make it a little bit larger like that. So now I'm going to take this out. And now I'm going to take this cool and place it inside of these Robert group. And now we can make a quick render to see how this looks. And I really like how these tiny little element gives a lot of personality to our character. And that is all for this lesson. I hope that you enjoyed it, and I hope that you'll learn something useful. Thanks a lot. And I will see you in the next lesson. 19. Texturing Our Character: Hello class and welcome back. I'm glad that you have made it the end of the modeling process of these character. So the mourning process is complete. And now we're going to start with the texturing process, which is going to be a lot easier than the modeling process. So let's begin. Okay, so the first thing that we have to do if we are working in the modelling layout in cinema 4D, is to bring out the material manager window. And we're going to place it right here like that. And create a new material. I'm going to go to the Color tab and apply a new personnel. I'm going to click on the gradient and I'm going to modify it. So I'm going to use some kind of pink color here. And for this other one, I'm going to use red color like that. Then I'm going to go to the reflection tab. And I'm going to reduce the default specular option that I'm going to create a new reflection, which is going to be a reflection legacy. And I'm going to reduce the transparency for these layer. Something around five or seven children work. Okay, so now I'm going to modify this a little bit more like that. That's better. And what I'm going to do is to up and all of these different objects to select the head of the character. And I'm going to apply these material to the character's head. Okay? Now I'm going to do the same to the body and also to the pelvis. Like that. Perfect. Okay. So now I'm going to add these same material to this leg. And also here. And I'm going to do the same to the other side. Okay. And I'm going to apply it also on these other areas of the leg like that. And now we can duplicate this material and just change the color. Now let me get closer and applied to the school. Okay. I'm going to also apply it to the eyes. Like that. I'm going to create a new material and I'm going to open it. I'm going to name this one iss. I'm going to change the color to some yellow. And I'm going to turn on their luminance option. And I'm going to use another yellow color for this one. And I'm going to apply it to the eyes. All right, so it's going to be harder. So i'm, I'm going to have to look for this in this area here. I'm going to just apply it to the eyes like that. Perfect. Let's make a quick render. And it looks okay, but we still have to add some extra texture. I'm just going to duplicate this texture. I'm going to change it. And I'm going to change the color to some kind of blue. Okay. Something like that. And I'm going to apply it to the legs. Like so. Okay. And also these ones like that. Let's see how this looks. And I don't really like it that much because this looks like spider man and that is not exactly what I want. And I'm going to modify that later on. So I'm just going to add this material to the hand and also to the different sections of the finger except for the connection like that. Okay. And I'm going to the same on these other hand. Okay, That's going to be easy. And the last two fingers like that. Perfect. And now we can go to the content browser tab. And I'm going to type metal. And as you can see, we have a lot of different metals. So I'm just going to select a few ones. I'm just going to get closer. And I'm going to apply it to these sections here of the finger. I'm going to open it and I'm going to find where it is. I'm going to apply these to the different sections of these finger. And I'm going to do the same with the rest of the fingers. And we still have one. So let's find out which one is this one. So we have to place all of those textures there. Okay? Now, let's do the same. On the other hand. So let's find the different connecting elements. And let's apply the textures to these objects. And we could apply the texture to the whole group. And we'll apply it to all of the elements inside of the group that have no textures. But to me it's better if you apply it directly to the object. So now I'm going to go to the top of the hand and I'm going to add the same texture to this shoulder. And I'm going to do the same to the shoulder for the other arm like that. Okay, so this is looking really nice. And I still don't like that Spiderman looks, so I'm just going to replace these blue material with the black material. Okay, I'm going to just apply it directly here. And I'm going to apply the same texture on the other leg like that. Okay, That's looking better. Now let's move down. And for these objects, I'm going to apply the red text or I'm going to apply the red material like that. All right, let's zoom out. And these looks much, much better than before. Okay, so we don't have a Spider-Man robot anymore. Now let's find out where these components are. And let's apply the texts or to the whole group. Or in this case, to the subdivision surface object that contains all of the different elements like that. And we're going to do the same with this one. Let's apply the material. And also with this one, let's apply the same material like that. Alright, so this is looking really, really nice. So let's go back to the content browser. And now I'm going to look for a different metal. And I like this one, so I'm just going to grab it. I'm going to use it to apply it to these areas here like that, and also to the one on the other side. Okay, That's going to be better. Okay, so now I'm just going to zoom out. And we're doing pretty good. I'm just going to get closer and apply these material on these different elements. I'm going to apply the same material here. And I'm going to the same on the other arm. Like that. Okay. So I'm just going to grab this material applied there. Okay, let me see where this is. I'm just going to apply directly to this sphere. Okay? Like that. Perfect. So now I'm going to apply the red material to this part of the arm. And I'm going to apply these other material to this pine and also to the neck. Okay. Really nice. And now we have to apply the metal material to these connecting point, this sphere. Let's see where this is. Should be right inside of this group. And let's apply it. Now we have to do the same with the other hand, like that. And it looks like we have completed texturing our character. And as I said, it was really, really easy. So let's make a quick render. And as you can see, these character looks really, really nice. I love it. So let's continue. So the last thing that I want to do now is to save my file. Close it down, go to my Finder, make a copy of this file and pasted inside of these C4D backups folder. And of course rename it on, right? So now we have three different backups. And if anything happens to our main file, we can go back to any of those backups and continue from there. Okay, so the texturing part of this course is complete. I hope that you liked it and I hope that you learn something useful. Thanks a lot for watching. And I will see you in the next lesson. 20. Creating the Background Set: Hello class and welcome back. In this lesson, we're going to create a background for our character. So let's begin. So the first thing that I'm going to do is to delete all of the objects that we don't need anymore. And now I'm going to create a New Zealander and I'm going to rotate it 90 degrees. So now I'm going to make the cylinder about the same size as these Robert. Let's go to the right view. And I'm going to turn off the cabs. And I'm going to change the rotation segments to something about 18. And I'm going to make the cylinder and editable object. Now I'm going to go to the point mode, and I'm going to delete all of those different points. Now, I'm going to take those points and I'm going to place them at the same level as the points that are to the right of this point. Now, I'm going to take those points and I'm going to move them up. And I'm going to take those other points. I'm going to move on to the left. Now let's add a new subdivision surface object to this cylinder. And let's go to the perspective view. Now, I'm going to rename these to background set and also this one. And I'm going to select all of the points of these backgrounds have. And I'm going to scale them out to make this bigger. I'm going to let all of those edges, and I'm going to use the edge CAT tool to make three different cat. Now I'm going to select all of those new edges that we created and deselect the other ones. And I'm going to use the scale tool to separate these different edges. Now, I'm going to use the knife tool and the loop mode to make two cat, one at the top and one at the bottom. Okay? Now let's go to a right view. And let's make sure that this set is under right position. And to do that, first, I'm going to modify the axis like that. And then I'm going to move the set. Ok, and I'm going to select these, Robert. And I'm going to change the axis and move the robot like so. So the fit of these robots are going to be resting on the floor like that. Now let me select the background set and led me scale it up like that. Now let's go back to the perspective view. And now let's see how this is going to look. Okay? I think that the background is big enough. So now let's go to Window. Let's go to the material manager. And let's create a new material. And let's change the color for this material. I'm going to use some kind of cream color. And I'm going to turn off these reflection for this material. And let's apply these new material to the background set like that. And now I'm just going to scale this up horizontally like that. Okay? Perfect. And I'm going to make a new quick render. All right, so I like how this is looking. And that's all for this lesson. I hope that you learned something useful. And I will see you in the next lesson. 21. Lighting and Rendering the Final Scene: Hello class and welcome back. In this lesson, we're going to add the lighting for our scene. So let's begin. Okay, so the first thing that I'm going to do is to create a new sky object. Then I'm going to create a new material, and I'm going to name it HDRI 0, 1. Then I'm going to turn off the color and the reflectance channel. Then I'm going to turn on only the luminance channel. Now we are going to go back to the content browser tab and type HDRI. And as you can see, some files appear. And the important thing for these fires that you are going to use for this process is that they have an extension called that HDR. We're going to look for an interesting one, like this one. So I'm going to take that one and I'm going to apply it to the texts or in the luminance channel. Then I'm going to duplicate this material. I'm going to apply a new HDR image. And I'm going to rename these to HDRI O2. I'm going to duplicate the material and I'm going to add a new and different HDR image. And I'm going to the same with other images like these. Okay, so now i'm, I'm going to rename this and also this one. Okay. Now, I'm just going to rename the sky object and I'm going to duplicate it and rename the other ones like that. And I'm going to apply one of these different HDRI images into these different sky objects. Okay, now I'm going to create a new camera. And I'm going to go inside of this camera, create a new tag, go to tags, and create a protection tag. So that's going to prevent us from moving our camera like that. So what I'm gonna do now is to select all of these different sky objects. I'm going to turn off the visibility for all of them, except for the first one, which is the one that we're going to use first. So now I'm going to rotate the sky object, trying to find a good place like that. And I'm going to go to the output. And I'm going to change these to something around 1600 by 900. And I'm going to lock the ratio. And I'm going to reduce the image size to a 100 by 450 pixels. Okay, so now I'm going to go to the Options section and I'm going to turn off the default like option. Now, I'm going to go to the Effects. I'm going to select the global illumination. Okay, so now I'm going to close down the preferences. And since we changed the dimensions for our shot, we have to modify our camera. So it is again, looking at the whole Robert. Okay. Perfect. And after that, I'm just going to make a quick render. Okay, So this is the final result. So as you can see now, this HDRI image is lining our sin. And not only that, it is also providing some reflections to our objects. So I'm going to close down that window. I'm going to now modify the reflectance channel because I think it was way, way too much. I'm going to use 4% like that. Okay? And let me make the same render again. Okay? And we can see the difference here. The second render is much better because they are reflections are not too heavy. Now let me close this down. And now we're going to turn off the visibility for this guy one object and turn on the visibility for the second sky. And we can rotate it if we want to. And I'm going to go to the material and I'm going to change the exposure because at this time is way too bright. I'm going to turn it down like that. Okay, so now I'm going to render this image out. Okay, so now you can see that the lighting has changed completely. Now we can see the difference between the first HDRI image and the second one. And personally, I like the second one are little bit better. You can see the reflections also changed. Now we can close this down and I'm going to select the sky oh, one object and I'm going to move it down. And when I do this, it means that I don't really like the result of these lighting. So I'm just going to keep the sky objects that I like at the top. Okay, I'm going to try now with the third sky. So let's turn it on. And now we can rotate it. So their life is going to hit these character from different directions depending on where we have these Skype objects facing two. So now I'm going to make the Render. And as you can see, this is also looking really good. It's a little bit different from the previous one, but it's also really, really good looking. But still I like this one the best. So I'm just going to close this down. I'm going to select this object and move it down as well. And I'm going to turn on the fourth sky object. And I'm going to make sure that this is facing the right way. Okay, that way. And now I'm going to turn out the This guy at the bottom because we don't need it. Now let's make a quick render. And I don't really like this one. So I think that I'm going to stay with this object. All right, so let me close this down. And I'm just going to take this down and turn on the visibility for the second Skype, the one that I liked the most. And now I'm going to go back to the preference settings. I'm going to go to the output. I'm going to change the dimensions of the image to 1600. Then I'm going to go to the anti-aliasing option. And I'm going to change from geometry to best. I'm going to close this down and I'm going to make a new render. Okay, So this is our final render. And I love it. I really like how this looks. So now all you have to do is to change the position of the arms and also change the position of the hands a little bit so you can create different renders. So again, I like the final result and I hope that you like it as well. And remember that the objective of this course was not only to show you how to model and how to create these particular robert. The object of these cars is to show you how to make the different parts. So you can create as many robots as you want. All of them with different parts, different personalities. And of course, they will be different robots. Thanks again. I hope that you enjoyed this course as much as I enjoyed making it. I wish you the best, and I will see you in the next lesson. 22. Final thoughts: Hello, glass and welcome back. I am really glad that you made it to the end off these cars. And I want to congratulate you and also to thank you for your time on effort. Now you know how to create beautiful three D Roberts in cinema four D. And remember that the main goal of these cars is to teach you how you can create the different parts that make a rubber. And then you can make your own characters the way you want. And I hope that at this point you are motivated to continue making amazing three the characters. So what I want you to do now is to open up Cinema 40 and continue modeling text a ring and rendering beautiful three D roads. Remember that The more you practice is killed, the easier it will become. On the better the results you will get. This is your friend and instructor. My says Paris. I wish you the best in everything you do keep being amazing and I will see in another off my courses. Take her and I will see you soon.