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

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3D Character Creation in Cinema 4D: Modeling a Happy Monster

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

19 Lessons (2h 11m)
    • 1. Introduction

      1:06
    • 2. Modeling the Base Mesh

      6:38
    • 3. Modeling the Arms and Legs

      7:55
    • 4. Modeling the Tail

      6:27
    • 5. Modeling the Eyes

      7:50
    • 6. Modeling the Mouth

      3:52
    • 7. Modeling the Horns

      5:09
    • 8. Modeling the Teeth

      4:22
    • 9. Making Symmetrical Objects Work Independently

      8:58
    • 10. Preparing the Character for UV Mapping

      8:19
    • 11. UV Mapping the Body

      8:03
    • 12. UV Mapping the Eyes and Horns

      12:09
    • 13. Sculpting Basic Details

      9:01
    • 14. Sculpting Additional Details

      6:40
    • 15. Painting the Body

      6:45
    • 16. Painting the Horns

      6:23
    • 17. Texturing the Eyes

      5:42
    • 18. Modeling and Texturing the Background Set

      6:31
    • 19. Lighting and Rendering Out the Scene

      8:42
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About This Class

In this course you  will learn the process of creating a 3D character in Cinema 4D. We will start with an empty file and work our way up to modeling, sculpting, 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 and texturing techniques that will make your 3D life much easier for this and any future projects you work. 

We will create the UVs and texture our character using Cinema 4D's Body Paint to get a set of nice looking hand painted textures.

We will also use an HDR image and a few lights to lit our 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 cartoon character 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.

You'll learn to:

  • Model a beatutiful and cool looking 3D cartoony monster.
  • Understand the character modeling pipeline in Cinema 4D.
  • Model 3D objects and characters that are animation friendly.
  • Create hand painted textures in Cinema 4D's Body Paint.
  • Lit a 3D scene using HRDIs.

Meet Your Teacher

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Moy Lobito

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Transcripts

1. Introduction: Hello, everybody. And welcome to yet another fantastic cinema for the cars. It is very likely that you know me already. But if you don't, my name is my says Paris. And they will teach you how you can make a beautiful three D character. And yes, by the end off these cars, you will be able to create the character that you are seeing in your screen right now in thes cars, we will cover every single step off the process. From the very beginning to the very end, we will start by modeling. The current is Patty using a variety off modelling techniques. Then we will model additional elements like its horns, and it's stiff. After that we will make the U. V's on also the hand painted textures using body paint. And finally, we will create a background set on render thes beautiful three D monster 2. Modeling the Base Mesh: Hello class and welcome back. In this lesson, we're going to model the basic shape for our character's body. So let's begin. So to start, you can see that at my desktop I have a new folder called friendly master. So let's open this one up and let's see what is inside. So in here, I have different folders. One is for MYC4 do backups, and another one for my references, one more for my renders, and another one for my textures. And as you can see, I also have a Cinema 4D file. So let's open this file up. And as you can see, this is an empty file. And we don't have anything inside of this file yet. So let's start by creating a new sphere. And now let's change the display mode to see the polygons that create these fear better. And as you can see at the very top of this fear, we have a lot of triangles. And that is not good if you're going to model characters. So while we're going to do is to change the type of sphere from standard to hexahedron, like so. And as you can see, we don't have triangles anymore. Okay, So now let me reduce the segment for this sphere. And I'm going to use something around 15. That should work. So now let's select this fear and let's make it editable. So now we can select and modify the different points, edges, and polygons that create these sphere. Okay, let's go to the edge mode. Let's elect the ring selection tool, and let's select all of those edges. And now let's select the edge CAT tool. And let's make one cat right in the middle. But as you can see, nothing happens. And that is because we have to turn off the create and Gans option. Now we can see the cat. So now we're going to add an FFD modifier. And we're going to make it a child of the sphere. And I'm just going to rename this sphere to Munster. And now select the modifier and select the option fit to parent. And you can see that now these modifier covers the entire sphere completely. So now let's change the grid points for x, y, and z. So I'm going to use five or x, four for y and for z. Let's select the rectangle selection tool. And let's turn off the Alice elect visible elements option. And let's change the mode to the point mode. So we can select all of those points at the top and move them up. And you can see that by modifying the modifier, we can modify the object. And I know it sounded like a real, But that's the way it works. So we're going to do the same with the points at the bottom. And we're going to scale them out as well like that. So you can see that now this fear is taking at different shape. And I'm going to select all of those points in the middle. And I'm going to scale them out and move them down just a little bit. And I'm going to take the point at the top again and move them up and scale them out. Like so. Now let me select all of those points and move them down and scale them out. Perfect. I like the way that this is going. And I'm just going to move those points at the top a little bit more again, like so. And now you can see the difference if we turn on and off the FFD modifier. So now I'm going to select the main object, which is the sphere. And I'm going to right-click and I'm going to select the option current state to object. And that is going to make a copy of our object with the modifications that the FFD modified made to this object. So now we can select the previous object and delete it. And as you can see now, these new object doesn't have the modifier, but is now a completely modified object. And as you can see, this is a great start to create our monster. So now I'm going to add a new FFD modifier. I'm going to make it a child of these monster object. Again. I'm going to select the option of fit to parent again, like so. And I'm going to select those points there on the back. I'm going to move him lag, so I'm going to let that point. I'm going to move it to the front. So that's going to be its belly. And also those two points. It's going to have pretty big belly like that. And now you can see the difference. So now we're going to do the same that we did before. So we're going to select the object, right-click and select the option current state to object. And we're going to delete object that we don't need anymore like that. So now we have a completely different shape that we have at the beginning. And as you can see, this is a great start to create our character. And it wasn't that hard. It only took us a few minutes to achieve these shape. And it looks great. So that is all for this lesson. I hope that you'll learn something useful and I will see you in the next lesson. Thanks for watching. 3. Modeling the Arms and Legs: Hello class and welcome back. In this lesson, we're going to create the legs and arms for our character. So let's begin. So this is where we left last time. And now I'm going to select our object. And I'm going to go to the very bottom. I'm going to select those polygons at the bottom. And also those other ones, like so. And to make things easier, I'm going to go to the front view and I'm going to select all of the points on the left. And I'm going to delete them. And I'm going to go back and apply a symmetry object. And I'm going to rename these to Monster. And I'm going to make our master object at child of the symmetric object. So now everything that we do on the right side is going to be reflected on the left side. So we're going to do less work and have the same results. And I'm going to use the extrude inner tool and I'm going to make an inner extrusion like so. And I'm going to flatten this exon and moving down like that. And as you can see, the division of the polygons is not in the middle. So we're going to fix that. And there are different ways that we can do it. And what I'm going to do now is to use the knife tool and change the mode to loop. And I'm going to unselect the restrict to selection option. And I'm going to create a new cat where we want our new edges to be. And I'm going to select the point mode, and I'm going to select those two points. And using the wealth tool, I'm going to weld those points together. And I'm going to do the same with the rest of the points. Just like so. And as I said, there are different ways that we can do this, but to me this is an easy way to do it. And of course, if you know another way, you can use it as well. So I'm going to show you another way which is selecting all of these edges that we don't need. Like so including those. And right-click and select the option. These are like so. And as you can see, we have the same result. So you can do it the way you want. I'm just going to move these points like so, just to have him a little bit more centered. Now we have these two polygons and I'm going to move them down a little bit. And using the scale tool, I'm going to scale them on the y-axis to flatten them like so. Perfect. Now what I'm going to do is to select those points on the edges. And I'm going to use the scale tool and bring them closer together. And now I'm going to select those other two points. I'm going to use the scale tool to get them away from each other. And using the extra tool, I'm going to make a simple extrusion and move it down. And I'm going to shrink it like so. And I'm going to flatten these polygons on the y-axis. And I'm going to move them down just a little bit. Perfect. As you can see now we have the legs and I'm just going to move them up just a little bit. And I'm going to select those two polygons in the front. And I'm going to make a new extrusion. And I'm going to shrink him down. And I'm going to select that point and move it into position like so. And now I'm going to select our symmetry object and pressing the Alt key, I'm going to create a new subdivision surface object. And that's going to apply the subdivision surface object to our symmetry object. And I'm just going to rename these to master, like so. Perfect. Now let's change back the display mode so we don't have all of the polygons in the way. And this is the way that this is coming out. And I love how this character looks already. So now let's move on to the arms. And what I'm going to do is to use the knife tool, making sure that I am on the loop mode. And I'm going to make one cat right there. So now we have more polygons to work with. And I'm going to select all of those polygons. And I'm going to use the extra enter tool and make an inner extrusion. Like so. I'm going to move them out like that. And now I'm going to select those points and move them into position. So they are not inside of this body. That's going to work better. And now let's select the polygons again. Make a new extrusion. Like so. Shrink it down. And I'm going to just move it like so. I'm going to select those points and move them up. So this looks a little bit more rounded. And I'm going to use the scale tool to flatten these polygons. Like so. And now I'm going to make a new extrusion, move it down, rotate the polygons, like so. And I'm going to choose that used a loop selection tool. Select that loop of edges and rotate it as well, and move them down. That's going to work better. Perfect. So I'm just positioning these polygons to where I want them. And I'm going to make a new extrusion. And scale these polygons out a little bit. Make a new extrusion. Scale the polygons down and move them down. Like so. Perfect. All right, I'm going to rotate these polygons just a little bit like so. And move them closer to the body. And I'm just going to shrink them down a little bit like so. And as you can see, now, our character has both legs and arms. And it looks really, really good. As you can see, we already have the basic shape for our character. And that's all for this lesson. I hope you'll learn something useful and I will see you in the next lesson. Thanks for watching. 4. Modeling the Tail: Hello class and welcome back. In this lesson, we're going to model a small tail for our character. So let's begin. But before that, let me make a few small modifications on the feet of these character. And we're going to select that point at the bottom of the feet and move it. So this is going to make a straight line like that. Now we're going to select all of the polygons at the bottom and make a small extrusion like so. Now, this looks much, much better and cleaner than before. Okay, so now let's go to the back of the character. And I'm going to use the knife tool. And I'm going to change the mode from loop to line. And I'm going to cut those edges in these way and also these other ones. So now I'm going to go to the edge mode, and I'm going to select those edges that we don't need. And now we're going to right-click and select the option. So now this looks much cleaner. So now let me select those two polygons, and this is where the tail is going to come from. And let's use the extract inner tool and make an inner extrusion like so. And I'm going to go to the point mode. And I'm going to make sure that these points are aligned with the rest of the character. And I'm going to use the knife tool. And I'm going to make one cut there and another there. And you can see that we have some edges that we don't need. So we're going to select all of those edges. Right-click. And this Oldham, like so that better. Okay, So now let's select those polygons and let's make an extrusion. And let's turn off the asymmetric object for a little bit. And let's delete those two polygons that we don't need like that. And let's make sure that we delete that point in the middle that we'll need. Let's make sure that those points that are going to connect to the other side of this character are exactly on 0 for the x axis. All right, so now let's turn back on the day symmetry object. And you can see that these object connect perfectly in the middle. And now I'm going to select those points and I'm going to move them closer to the center. So the goal here is to make these a little bit more rounded like that. And I'm going to do the same with those other two points. Like so. Perfect. All right, that's going to look better. And now let me select those points again. And I'm just going to move them closer to the center even more. And now I'm going to select only the points at the top and get him closer to the center. Like so. Okay, that looks really nice, but I want to modify it a little bit more. So I'm going to select these points and I'm going to move it closer to the center. And also this one and that 12 and this one as well. Okay. That's great. It looks much better, but I think that we can do even better. So let's get closer and let's move this one up, like so. And you can see that I have to move this one over here, like that. Okay? Perfect. Now, I think that we have to add a few more polygons to make these look better. So that's what we're going to do now. Let's get closer. And I'm going to select those two polygons. I'm going to shrink him down. So basically I am flattening these polygons like that. And now I can rotate them back into position. But now they are flat and that's going to look better. Now let's make another inner extrusion like that. And let's do the same that we did before with the knife tool. Cat those edges and select the edges that we don't need anymore. And we're going to right-click and the salt, those edges like so. And all we have to do now is to move these polygons into position, shrink him down. And I'm just going to see how this looks. Okay? It is a little bit too big for my taste. So I'm going to select all of those edges and moving back closer to the body. And also these point here, I'm going to move it closer to the body, like so. So this is going to be a small tail. Like so that is going to look much better. Okay, I'm just making sure that I have the shape that I want for this area. I'm going to move this point here and these one closer here, like so. Okay, so now let's see how this looks. And I really like it, and that is the shape that a West looking for. So that is all for this lesson. I hope that you enjoy it, that you learn something useful. And I will see you in the next lesson. 5. Modeling the Eyes: Hello class and welcome back. In this lesson, we're going to model the eyes and the eye socket for our character. So let's begin. All right, so let's select our character and let's get closer. And we're going to make the eye sockets for this character. So I'm going to select knife tool. And you can see that these polygons here are not working the way that we want. So I'm going to select that point and I'm going to move it like so. Okay, that's going to be better. And I'm going to cut those edges like that and also those edges. All right, so now I'm going to select the old edges and I'm going to dissolve them. And you can see that now the polygon flow is much better now. Okay, so we're going to do the same in these area here. So I'm going to cut and I'm going to move this point up like so. All right. And I'm going to select those two edges and this album. And that's going to look much, much better. Okay, now let's go back to the front. So now I want to make the eyes in this area, but as you can see, the polygons and the tab look much smaller than the polygons below them. So we're going to fix that. We want to have the polygons in a similar size. And to do that, I'm going to use the knife on the loop mode. And I'm going to cut there. All right, Perfect. Now I'm going to use the live selection tool to select all of those edges that we don't need like that. And I'm going to dissolve them like so. So now both the polygons on top and the polygons and the bottom have about the same size. Now let me select those polygons there at the top. And I'm going to use the sculptural to flatten them down like so. Okay, that's going to look better. Perfect. Let's go back to the eyes area. And here I'm going to select all of those polygons. And I'm going to use the extra inner tool. And I'm going to shrink all of those polygons down. Like so. And as you can see now we have space for the eye socket. Okay, now I'm going to select that point and I'm going to move it to give it a little bit of roundness to these eyes socket. I'm going to do the same with the rest of the points on the corners. Like so. And i'm, I'm going to do the same with the rest of the points. So basically, I am trying to make a circular motion on those edges. Perfect. I'm just trying to see what I have to do in order to make it more circular. So what I'm going to do to make things easier is to add a new sphere. And I'm going to rename it to eyes. I'm going to make a new symmetry object and also rename it to eyes and make the sphere at child of that symmetry object. So now I can select the sphere, move it into position, and scale it down. And to make things easier, I'm going to change the display mode to see the polygons. Now, I know where I have to place these eyes. Okay? That is going to work very well as our reference. So I'm going to select the different points and I'm going to move them closer to this sphere, like so. And also the points at the bottom like that. Okay? And I have another point right there. I'm going to move this out of the way. Just make sure that you don't deform a lot. The basic shape of these character Like that. Okay, that's going to work. And don't try to get a perfect circle because it's going to be really hard to get it. Okay, that's going to work well. And now let's see how we can make these polygons work better. And the way that we're going to do it is by moving their individual point. And I'm just going to try to don't deform the circle that we created before. Okay? We're going to move this one out. Like that. It's a little bit tricky, but what you can do it kill, it, makes sure that everything is smooth. Like so. Okay, that's going to work. Okay, That's good enough. Now let's select this point and think I'm going to move it up like so. Now let's use the extra tool and let's make an extrusion of those polygons, but make sure that the preserve Groups option on your extra tool is turned on like that. Now let's turn back on the ice and let's rotate them. Like so. And this looks really, really nice. So now I'm going to add a few more edges here using the knife tool. Like so. All right, so now let's work on the eye socket. I'm going to make a new extrusion. And I'm going to shrink all of those polygons down. I'm going to first rotate the axis like that. Perfect. And now I'm going to shrink down all of those polygons just a little bit. And now let's turn back on the visibility for the eyes. And let's see how this looks altogether. And I'm going to move all of these points just to make a little bit more roundness to this area of the face of this character. Alright, so this looks really, really good. And I'm just going to make sure that everything is okay on that area. Now, I'm just going to change the display mode again so we can see only their character. And these character looks so beautiful on right? So that's all for this lesson. I hope that you learn something useful and I will see you in the next lesson. 6. Modeling the Mouth: Hello class and welcome back. In this lesson, we're going to model that character's mouth. So let's begin. Okay, so the first thing that I'm going to do is to get closer. And this is the area where we're going to place the mouth for the character. So I wanted to have some more polygons there. And I'm going to add them using the knife tool and make sure that it is on the loop mode. And I'm going to just make one cat right there. So now we have extra polygons to work with. And as you can see, these polygons also go around the hand. And that's going to help us to give more definition to these hand. So now let's continue. Okay, So I'm going to make a little bit more room here. So I'm going select those two points and move them down. And those other points, I'm going to move them up like that. And now I'm going to take those two polygons and I'm going to use the extra inner tool to make an inner extrusion. And now I'm going to use the knife tool to make two cat there. And we're going to get rid of those edges that we'll need the same way that we have done it before. Okay, So now we have the polygons to create the mouth. And I'm going to take those two polygons and I'm going to use the extra tool and make an extrusion. And as you can see, we have one polygon there that will need. So I'm going to select it and delete it like that. And now I'm going to make sure that the point in the middle Our on 0 for the x axis. So I'm just going to select those and move them to 0. Perfect. Now you can see that this is a pretty good start, but we still have to work a little bit more. I'm going to select all of those points and I'm going to move them up like that. Now let me move those other points. So the polygons follow the same flow. And now I'm going to select all of those different points and move them down like so. So now our master has a small smile in his face. Now, let's take those points and move them down as well. Just a little bit like that. And that's going to work really well. Now let's see how this looks. And I really like it. And at this moment, we're not going to worry about the expression on his face because we are going to change it when we sculpt their details to these character. Now I'm going to take those polygons and I'm going to move him down a tiny little bit. And I'm going to make these belly our little bigger. Just a tiny little bit. Okay, that's perfect. Now let's see how this looks. So now we have the base for the character's mouth. And they think that we did an excellent job. And that is all for this lesson. I hope that you'll learn something useful and I will see you in the next lesson. Thanks for watching. 7. Modeling the Horns: Hello class and welcome back. In this lesson, we're going to model the horns for our character. So let's begin. Okay, so let's start by creating a new symmetry object. And we're going to rename it to heart. Now, let's make a new cube and let's move it up. And let's rename these to harm. Like so. And let's make it a child of this image object. And I'm going to reduce the size of this harm. And I'm going to make sure that it is on the right place. I'm just going to take it and move it there. Perfect. So this is going to be the base for the hand. And I'm going to hide the rest of the character. So it is not distracting. Now, I'm going to change the display mode so we can see the different polygons that make these cubes. And I'm going to increase the number of segments for X and Z. And I'm going to take this object and make it editable. Now I'm going to go to the point mode, and I'm going to select all of those different points. I'm going to use the scale tool to scale them out like that. So we are going to end up with a shape that is a little bit more rounded. So now I'm going to create a new subdivision surface object. And I'm going to make these horns a child of the subdivision surface object. And now I'm going to take those polygons at the top and I'm going to make a new extrusion. And I'm going to rotate it just a little bit and move it up and a little bit to the side and rotate it a little bit more. And I'm going to shrink it down using these cultural. And then I'm going to make a new extrusion, resize it, and rotate it. And I'm going to reposition it where it should go. Like so. I'm going to separate them a little bit. And as you can see now, these are starting to look like horns while we still have a little bit of work to do. So I'm going to make a new extrusion and do the same rotated, shrink it down, and position it just like so. And as you can see, this is really, really easy to do. So I'm going to make another extrusion and shrink it down and move it down like so. And I'm going to rotate it just a little bit like that. So now I'm going to take this last point and I'm going to move it to give a little bit of roundness to the end of these horn like that. Okay, so that is looking nice. And now I'm going to select those edges and I'm going to scale them out. And also those ones like so. And I'm going to take the edges at the bottom. And I'm also going to scale them out like that. And I'm going to take those polygons at the bottom and move them to the left, like so. So now let's turn on the visibility for the rest of the character and lead reposition these horns. Okay, So I'm just rotating it to make sure that it is on the right angle like that. And as you can see, these horns are looking really, really nice. So let's select them. And I'm going to change the display mode again to see how this looks altogether. And I really like how this is coming out. So what I'm going to do now is to select the symmetry object. And I'm going to make it editable. And I'm going to take this out and the lead, this group that we don't need anymore. Okay, So now I'm just checking that everything is okay with these character. And as you can see, it looks really beautiful. And that was a really easy way to create the current. So that is all for this lesson. I hope that you'll learn something useful. And I will see you in the following lesson. 8. Modeling the Teeth: Hello class and welcome back. In this lesson, we're going to model the teeth for our character. So let's begin. Alright, so we're going to start by creating a new cube. And we're going to shrink it down and position it into place, which is in front of the mouth. I'm going to shrink it down a little bit more. And I'm going to hide the visibility for the character. And I'm going to rename it to the ok. Now let's change the display mode to see how many segments we need on each side. And we're going to make it editable. Now let's scale it down on the z-axis like that. And now I'm going to take the polygons at the bottom and I'm going to move them down just like so. Perfect. Now let's take those points on the edges and let's get them closer together using the scale tool like that. Okay, so now let's make this a little bit thinner. And I'll let you take those polygons in the middle. And let's move him to the front allele little bit. Okay, so that is not going to work. We're just going to move those points like so. And I'm going to add a new subdivision surface object and rename it to teeth like so. So now let's take the whole thing and let's resize it. Like so. Now I'm going to add a new symmetry object, and I'm going to rename it to teeth. And I'm going to place inside our subdivision surface object that contains our tip. I'm going to rename this to tooth. And I'm just going to rearrange the heirarchy of these objects. And that's going to work better. I'm going to reposition the teeth like so. And I'm just going to make a new copy and place it inside here. And I'm going to move this object to the right and place it right next to the other one. Like so. And I'm going to make a new copy. And let's move it into position. Like so. That's going to work. All right? And let's select all of these different objects. And let's group them together. So now all of them are being affected by the subdivision surface object and also by the symmetry object. Perfect. So we're almost complete with the teeth. And I'm just going to zoom out a little bit to see how this looks. Alright? And I'm going to modify these eyes are little bit. So I'm going to select the eye and make it editable. And I'm going to shrink it down on only one axis. Like so. I'm going to rotate it just a little bit like that. Okay, Let's see how this looks. And now it looks much, much better. As you can see, creating the teeth was really, really easy. And that's all for this lesson. I hope that you'll learn something useful. And I will see you in the next lesson. 10. Preparing the Character for UV Mapping: Hello class and welcome back. In this lesson, we're going to make a selection of edges that is going to help us to create the UV mapping for our character. So let's start. Okay, So the first thing that I'm going to do is to select the master object. And as you can see, we have a lot of different polygons and a lot of different edges. And we're going to use their loop selection tool to select a few edges. And this process is going to help us in a future lesson to create the UV mapping to take through our character. And now let's go to select. And let's use the path selection tool. And with this tool, you can just click and drag and you will be selecting whatever you are painting on. So this is a really useful tool and it can save you a lot of time. Okay, so now let's come on these other side and let's select these hand. Because we're going to cap right there in the middle of that hand. So let's go around the whole arm and let's make that selection. Okay, perfect. Now, we can just go to the other side and make this aim selection. Okay, So let's continue over here. And let's go around the whole arm. As you can see with this tool, it is really easy to make selections. And now we're going to use the loop selection tool to select the tail of this character. And now let's come to the front. And we're going to hide the eyes for a second. And we're going to select all of those edges inside. Okay? Now let's select our master object, and let's go to select. And let's use the set selection option. And let's name the selection cat. Like so. Perfect. Now to be able to access that inner side of the arm, we are going to select some polygons and we're going to hide them. So let's select all of those different polygons. Now that we have those polygons selected, we're going to go to select and set selection. And you can see that we have a new icon here to, we're going to click on that. And we're going to use the hide Polygons Option. So that is going to hide the polygons that we have selected. And it is important to note that we are not deleting any polygons, we are just hailing them. So now we have access to the different edges that we couldn't access before. So let's continue. Let's go to the edge mode, and let's continue selecting those edges. And we're going to go all the way over here, like so. And here we are going to go around that leg. And we're going to cut right here. And select all of those different edges. Okay, and let's finish. On the side, like so. Perfect. That is perfect. And now we have to select this area here. So let's select those edges and let's go all the way to the bottom. Okay, let's select those edges. Perfect. Now we are almost done. So you can see that we have selected almost every single edge that we wanted to select. And I'm just looking to see if I want to select anymore. Okay, So now I'm just going to select all of those edges around the leg. Like so. Perfect. All right. We're going to make another selection here. Like so. And we're going to do the same on the other leg like that. And we're going to select those edges on the bottom of the feet. And we're going to continue that line to the other side. Like so. Perfect. Alright, so let me use the loop selection tool. And let's select this mouth, like so. And now that I have all the edges that I need, I'm going to double-click on the polygon selection icon. And that is going to bring back the polygons that we hid before. And now I'm just going to see if I need to add any other edges to the selection. And it looks like we don't have to. So I'm just going to select the edge like an icon and I'm going to delete it. And now I'm going to go back to select and said selection. So now we have all of the edges in these new selection. And I'm just going to rename these to cat. So now we have selected all of the edges that we need and this part of the process is complete. But before finishing this lesson, I'm going to save my file. So I'm just going to go to File and Save. And then I'm going to go to my desktop. And here I have my Cinema 4D file. I'm just going to select it. I'm going to copy. I'm going to go inside of the C4D backups folder. And I'm going to paste it in here. And I'm going to rename this one too friendly monster, 0, 0, 0, 1. So now this file is going to work as a backup. If anything bad happens to our original file. We can come to this folder and select the latest backup that we made and start from there. So it is always better to lose a little bit of work than to lose a hard project. So that is a reason why I usually have AC for the backups folder and why I make these backups. All right, so let's go back to our friendly master folder and let's open up the original file. All right, so that is all for this lesson. I hope that you learn something useful and I will see you in the next lesson. 11. UV Mapping the Body: Hello class and welcome back. In this lesson, we're going to make the UVs for our character. So let's begin. All right, so the first thing that I'm going to do is to change the layout and I'm going to use the BP UV editor layout. Okay, so here we have all of the tools that we need to modify our UVs. And I'm not going to use the teeth right now, so I'm just going to hide him and I'm going to move on to the bottom. Okay, So now I'm going to click on the Body Paint 3D setup wizard option. And I'm going to turn off the teeth and the rest of the objects. I'm just going to leave him on. And I'm going to click on Next, Next again. And here I'm just going to change the texture size. And I'm going to click on Finish and close down this window. And as you can see now we have some materials that were added to our object. Okay, So now I'm just going to go to the UV polygon edit mode. And as you can see, now we have all of the polygons that create this character on a2, A3 canvas. And those are the UVs. But as you can see, those UVs are really messy. So we're going to fix that. And to do it, I'm just going to select all of those different polygons. And I'm just going to go to the front view. And I'm going to go to the projection tab. And I'm going to use frontal. And now I'm going to go to the Relax UV tab. And here I'm just going to make sure that the Pin two neighbors option is on. And also I'm going to make sure that the mode is on a BF. And on this side, I'm going to make sure that I have selected the option CAD, selected edges, and also that the US tag object is on. And now I'm going to use the selection that we saved on our previous lesson. And I'm going to click and drag it to this area. Make sure that you are using the edges selection, not the polygon selection. And now that we are set up, I'm just going to click on Apply. And as you can see now, our polygons and our UVs are much, much better, but we still have to move them around a little bit. So I'm just going to click pressing Alt. And that is going to select the whole group of movies. And now we can use the move tool to move all of those different UVs wherever we want. And I'm going to do the same with the rest of the groups of polygons, or in this case of UVs. And as you can see, we can use the Move, the rotate and this scale tool. So we're going to use all of those tools to rearrange our UVs. So let's rotate this whole group like so, and move it. And remember to use the Alt key when you press on a group. So the whole group is selected. Okay, so now I'm going to go to the perspective view. And as you can see, we have a lot of polygons here that are overlapping with each other. So I'm going to fix that. I'm going to select them manually on the 3D view. And that is the great thing about these application that you can select the UVs on either the 2D or 3D view. Okay, let's select the rest of these different polygons. And now we can use our move tool to move them to the side. And we can use the Rotate tool to rotate them. We're going to rotate all of those polygons as well. Perfect. So now let's select this other group of polygons. And they are very, very small at this moment. Let's select them all. And let's see, because I think that we have some polygons that shouldn't be here. So I'm just checking that everything is where it has to be. Okay? And these are the polygons that, I think that doesn't belong there. So I'm selecting all of those polygons and I'm going to use the prediction option again. I'm going to use the frontal option. And as you can see, now, these polygons are much better. I'm going to go back and I'm going to turn off all of those options. And I'm just going to click on Apply again. And as you can see now, these looks even better. And now I'm just going to make sure that this group is the same size as the other group. Because one is the front of the character and the other one is the back. So they should be about the same size. Okay? So those polygons are not that important because they will be hidden when we turn on the eyes. And now this is detail. I'm going to move it here. Okay? So I'm just going to continue placing these UVs and they will be back when I am finished. And now I'm just going to select all of the different groups of polygons. And I'm going to arrange them in our Canvas. So the key here is to make use of most of the space that we have available in our Canvas. And just keep in mind that we still have to leave a little bit of space for the rest of the object that we have, like the hands and the eyes. So we're just optimizing the space that we have available in these Canvas. And I'm going to go to the Layers tab. And I'm going to create a new layer. I'm going to name it UVs. And I don't know why there is a layer set here. I'm just going to delete it. So now let me go to the brush tool. And I'm going to reduce the size to only one. And I'm going to change the color. I'm going to use some kind of red color. Okay? Now I'm going to select all of the polygons. I'm going to go to layer and I'm going to use the option outline polygons. And what that does is to paint the UVs on our Canvas. And now I'm just going to save it. So I'm going to go to File, Save texture. And here we can change the file format. So I'm just going to use a PSD format. And I'm going to click, Okay. And now all we have to do is to select where we want to save it. And we're going to save it inside of our Textures folder. And I'm just going to rename these to master color map. And I'm going to save this file. Okay, so that is all for this lesson. I hope that it wasn't too confusing, and I hope that you learn something useful. And I will see you in the next lesson. 12. UV Mapping the Eyes and Horns: Hello class and welcome back. In this lesson, we're going to finish the UV mapping process for our character and its different components. So let's start. So this is where we left last time. So now we're finished with the UVs for the character. And we can move on to the eyes and the horns. But let's see what happens if we try to use different projections for these eyes. As you can see, none of these seem to work the way we want. So we can try with different ones, but they are not going to work. And the same is going to happen if we select the warrants and we tried to use different prediction options. So what we're going to do is to go to them modelling layout. And we're going to do the same that we did for the character's body. All right, so let's select that. I. Let's go to the edge mode. And with the loop selection tool, I'm going to select all of those edges. Go to select and said selection. And I'm going to name this one to cat. And then I'm going to select the other eye. And I'm going to do exactly the same. Now we can come to their horns and we can do the same that we did for the eyes. So let's select the last one. Let's make the selection of edges. Let's go to select and set selection. All right, so now we are ready and now we can come back to the body pain UV editor layout. And now we can start working with these different objects. So I'm going to go to the Layers tab and I'm going to rename this one to UVs monster because they belong to the character. And I'm going to make a new layer and call this one UVs horns. So to be able to see the difference between the UVs, I'm going to change the color. And now I can come back to my objects tab and select one of the hearts. And I'm going to go to the front view. And I'm going to make sure that I am on the UV polygon edit mode. And I'm going to select all of those different polygons. I'm going to go to the UV mapping tab. And here I'm going to select the prediction tab. And here I'm going to use a frontal projection. Now let me go to that relaxed UVs tab. And here I'm going to do exactly the same that we did with the character's body. So make sure that the Pin two neighbors option is on. The cut selected edges option is on as well. And here we are going to click and drag our selection for these horn. And then we're going to click on apply. But first, let's change the mode to APF and apply. All right, this looks much better now. Okay, So I'm going to take those of your viz and I'm going to move them to the right. And I'm going to go to the perspective view. And I'm going to select those polygons. And as you can see on the right, the polygons that we select are selected on these other window as well. So I'm going to select all of those different polygons and also these other ones. And now I'm going to use the move tool to move them our way. And now we can see the UVs that were hidden behind the other UVs. And I'm going to rotate these UVs like so. And I'm going to move them closer to the other ones and rotate them even more like that. And now we have to do the same with the other horn. And do the same that we did before. Select all of those polygons. And as you can see, I'm selecting only the polygons on one side. Now I'm going to move the UVs to their left. And now we can see the other movies that were hidden behind. And I'm going to rotate these new UVs. And I'm going to place them right there. And I'm doing this to save as much space as possible. Now, I'm going to select all of those UVs, going to rotate him, move him. And I'm going to do the same with the other horn. I'm going to rotate this UVs, move them into position. Maybe rotate them a little bit more. Get him closer to the other ones. And now we can select all of those UVs, shrink him down, and place them inside of our canvas. And here I'm just going to make him a little bigger, something like that. It's going to work. And now I can go to the Layers tab and make sure that we are working on the horns layer. Go to the Color tab and make sure that we have a different color. Now we can go to Layer and outline polygons. All right, we're going to go back to the objects tab selected the other horn. And we're going to move these other UVs, shrink them down. So they are in a similar size of the other horns. And I'm going to place them here. So it seems like I will have to rotate this a little bit. So let's see if that works. I'm going to place that one there. And I may have to move the other one down. That's going to work. I'm just going to rotate this one and move it into position. And keep in mind that what we're trying to do here is to optimize this pace that we have available. So it doesn't matter the direction that these hormones are looking to. So now I'm going to select all of those different UVs. I'm going to go to layer, and I'm going to select the outline polygons option. So now the horns are complete and I can move this group down. All right, so now we are going to work on the eyes. So I'm going to select all of those UVs. And I'm going to go to their front view, go to the UV mapping tab. And we're going to use a frontal projection for this one. And we're going to go to the Relax UVs. And we're going to do the same that we did before. And as you can see, these works perfectly. Now we have the back of the eye on one side and the front of the eye on the other side. And I'm going to put all of those UVs together because we're not going to be able to see the back of the eyes. So it doesn't matter if the back of the eye has the same text or as the front. All right. That looks really nice. And I'm going to go to the colors tab. I'm going to change the color. I'm going to go to the Layers tab, make a new layer and rename it to UVs, eyes. Like so. I'm going to go to Layer and outlined polygons. Now let's go to the other eye, and let's do the same. Select all of the polygons. Go to the UV mapping, go to their production tab. Use the frontal option. Go to the relaxed UVs tab. Drag this one right here, and click on Apply. We're going to select all of those different polygons and put them right here. I'm going to select all of them and move them into position. And here I'm going to use the scale tool to scale these down. So these UVs are going to be the exact same size as the UVs for the other eye. All right. Perfect. Okay, So now the eyes are also complete. And all I have to do now is to go to File and Save this texture. And now that the texts or has been saved, I'm going to change the layout to modelling again. So let me turn on the visibility for all of these objects. And now we can see the UVs for our character on writing. So I'm just going to go ahead and save my file. I'm going to close it down. And I'm going to go to my Finder, and I'm going to open the textures folder. And as you can see here, we have the PSD file that we just created in body paint. So I'm going to open it up in Photoshop. And what I want to do is to make these file bigger. So I'm going to go to Image and Image Size. And here I'm going to type down 4200. And now let's go to 100%. And this is going to be the size for our texture. And as you can see, the eye is going to have a really good resolution. And we will be able to see all the details for the eyes, the harms, and all of the components of these character. So I'm just going to save this file to apply the changes that we did. I'm going to close it down. And as you can see now, our texture has a much better resolution. Okay, let me go back. And since we're here, I'm just going to take the opportunity and I'm going to make a new backup. So I'm going to copy this Cinema 4D file. Let's go inside our C for the backups folder. Let's paste it in here. And let's rename this file. Like so. So again, if anything bad happens to our original file, we will be able to go to our C for the backups folder and select the latest version of the file. And now I'm just going to open up the original file again. And we can continue working on these monster. But we're going to do that in the following lesson. So that is all for this one. I hope that you learn something useful. And I will see you in the following lesson. 13. Sculpting Basic Details: Hello class and welcome back. In this lesson, we're going to use the sculpting tools within Cinema 4D to create additional details to our character. So let's begin. And the first thing that I want to do is to get rid of the subdivision surface object. So I'm going to take these months or object and I'm going to drag it out and the lead, the subdivision service object. Now we're going to go to the Window menu and select the material manager. And here I'm going to double-click on this material. And I'm going to go to the colors tab. And I'm going to reduce the strength. So we will not be able to see the texture that we have applied to this material. And this is going to be very helpful because we're not going to see all of those lines that we created before. And we will be able to sculpt all of the details without any distractions. So now let's close this down. And let's change the layout to sculpting. And I'm going to go to the objects tab. And I'm going to select my master. And now I'm going to go to the object mode. And I'm going to subdivide these object. So this is the first step that you have to do every time you want to sculpt anything in Cinema 4D. And as you can see here, the number of polygons that we have is going to increase at the same time that the level of the subdivision increases. So for now we're going to work with two subdivisions. And if we go to this coating layers tab, you can see here that we have the number of subdivisions that we have made to our objects. And if we make another subdivision, you can see that this number increases as well. So let's make another one. And you can see that difference. And if you're paying attention, you can see also the difference in the character. Now, our character looks and really, really smooth. And to see this better, let's change the display mode. And as you can see, we have a lot of polygons now. But if we reduce the level, you can see that these polygons decrease in number as well. And this is the object that we started from. It has very few polygons. And as we made there subdivisions, we created more polygons. And that is what is going to allow us to discard all of the details to our character. All right, so let's change the display mode again. And I'm going to start by using their Pull tool. And as you can see here, if I click and drag it, it's going to pull mass out of these character. So let's undo that. And as you can see here on the right, we have the different attributes for these tool. And they are really easy to understand. So you can try them out if you want to practice a little bit. But for now we're going to go to this symmetry tab. And we're going to turn on the symmetry for the x-axis. And as you can see now, if I make something on the right, it's going to be reflected on the left. And if I do something on the left, it's going to be reflected on the right as well. So let's undo that. Now let's try it with the grabber tool. And let's also turn on the symmetry option. And as you can see, whatever we do on one side is reflected on the other. Now the third tool is the smooth tool. And we're going to use this tool as well. So I'm going to turn on the symmetry option. And I'm going to do the same for the wax tool, the pinch tool. And that's pretty much all of the tools that we're going to be using for now. Now we can select the Pull tool and we can go to the settings of this tool, reduce the size and also the pressure. All right, so I'm going to start by pulling out a little bit of geometry out of these eyes. So I'm going to go all around the eyes like that. And don't worry if this doesn't look perfect at this time because we are going to work on it. And I'm going to reduce the pressure a little bit. I'm going to increase the size. And I'm going to go again around the eyes. And now I can go to the smooth tool. And I'm going to also change the size and the pressure for this tool. And I'm going to start to smooth out everything that we created before. Now let's go back to their pool tool. And let me decrease the size of this tool. And I'm going to make a few wrinkles around here. Now, as you may know, when working with this sculpting module in cinema 4 D, when you press the Alt key or the tool that you are using, it's going to invert it function. So if at this moment we are pulling geometry out when pressing Alt, we're going to be pushing geometry in. Just like so. And this way we can make some wrinkles in our characters forehead. And now I'm just going to make another cell division. And I'm going to use the smooth tool to smooth everything out. Like that. Maybe a little bit more like so. I'll write. That looks good. And now let's go to the mouth area. Now what I'm going to do is to select the Bowl Tool again. Increase the size a little bit. And I'm going to start pulling a little bit around the mouth like that. And again, at this moment, it doesn't look very well, bad. It's going to look maze. And another trick that you have to learn when sculpting in cinema 4 D is that you can change automatically to the smooth tool by using the Shift key. So I'm just pressing Shift and I'm smoothing everything out. I like that. I'm going to increase the size and I'm going to continue smoothing everything out. All right. Now let's select the grabbed tool. Let's resize it. And let's make this character smile a little bit. Let's add something like this. So he looks like he's smiling. And we're going to use also the smooth tool after this. So let's just continue giving this character is Mile. And let's pull this geometry out a little bit. And I'm just smoothing everything out. And of course we can also change to the smooth tool. If you don't want to be pressing the shift key all the time. All right. I like the way this is coming out. And I'm just going to continue smoothing everything like so. Let's use the graph to login and let's change the size. And I'm going to push a little bit of geometry. I'll write that didn't work. So I'm just going to undo everything. And I'm just going to get closer here. And I'm going to use the smooth tool again and smooth everything. Okay? I like it. So let's zoom out and see how this looks. And I like the way that this looks. So that's all for this lesson. I hope that you'll learn something useful. And I will see you in the next lesson. 14. Sculpting Additional Details: Hello class and welcome back. In this lesson, we're going to continue adding details to our character using the sculpting tools within cinema 4 D on right. So the first thing that I'm going to do is to create a new layer. And I'm going to rename it like so. So now I'm going to select the pool tool and I'm going to go to the settings and on the brush preset settings, I'm going to select the load option. And here we have a lot of different brushes that we can select. And for this I'm going to use these elephant skin brush. So I'm going to reduce the size of this brush. So let's see the effect that this project is going to give to our poll tool. And now you can see that we can add a lot of details really easily. So now I'm just going to change the settings for the size and pressure for the poll tool. And you can see that now we have a different effect. And I like this one better because it is not too extreme. So this is going to work better for this character. And I'm going to go all around the character. And I'm going to paint all over the character's body. And as you may have noticed already, I have the symmetry option turned off. And that is because we don't want to have the exact same details on both sides. And as you can see, it is actually really easy to add a lot of details to your objects, in this case, to your characters in cinema 4 D, by using the sculpting tools. So this is going to save you a lot of time. And of course you can select your own brushes. And if you don't like this particular effect, you can select a different brush. Okay. And let's go to the arm area. Let's zoom out. And I like the way this is coming out. So I'm just going to come down here and I'm going to continue painting. Like so. Okay, So let's just paint this area here. I'll write Bohr effect and these here. And let's go to the arm because we missed some spot there. And let's go to the other arm. Okay? And over here we can reduce the strength of these layer. So if we change this one to 50%, you can see that we still have the details. Bad. They are only 50 percent visible. And now let's change these to 75 percent and see how this looks. I like it. But let's go back to 100%. And now we're going to use the smooth tool because there are some areas where I don't want this texture to be. For example, in his belly and also on his face. So I'm just going to reduce that with the smooth tool. Okay? Like so. And you can see that now these character looks cleaner. All right, so this looks really good. And let's make another test. Let's see how this looks before and after the details. And I think that this character is looking really nice. So I'm just going to go to the objects tab. And I'm going to select one of the hearts. And I'm going to do the same that we did before. So we're going to subdivide these hard. And we're going to do the same for the second harm. Now let's get closer here and let's start by using the pull tool. But as you remember, we had loaded a texture, so we're going to change that. And I want a normal tool. So we can select this one. And as you can see, this is not working because we have moved the settings for this tool. And when this happens, while you can do is just to reset these tool. And it is going to be just the way that it was when you open Cinema 4D. So now we can work on these horns. And I'm just going to be pulling some geometry out. So I'm just adding a little bit of texture to the hands. And that is going to also add some personality to our character. So let's continue pulling geometry out like this. And I like the way that this looks. So I'm going to select the other horn and I'm going to do the same. So we're just going to be pulling geometry out. And if you want, you can also push geometry in. And as you can see again, this is really easy to do. And It's really important that if you are using Cinema 4D, that you learn how to use the different modules. Because as you can see, you can make really, really amazing things with very little effort. And let's see how this character is looking. And to me, this character looks really, really good. It looks much, much better than before. And it took us only a few minutes. So that is all for this lesson. I hope that you learn something useful and I will see you in the next lesson. 15. Painting the Body: Hello class and welcome back. In this lesson, we're going to continue their texturing process for our character. And we're going to create the hand painted textures. So let's begin. And the first thing that I'm going to do is to change the layout. And I'm going to use the Body Paint, 3D paint a layout. And here you can see that we have different tools at our disposal. So I'm going to go to the objects tab and I'm going to select my monster object. And I'm going to click on this material. And we can see all of the details for this material here. And I'm going to increase the strength for these material. So we will be able to see again the different textures that we had created in Body Paint before. Now let's go to the materials tab and let's turn on these material. All right, and now let's go to the Layers tab. And let's turn off the different layers for this texture. And we're going to create a new layer. And I'm going to rename it to color base. And I'm going to go to my swatches palette. And I'm going to select this kind of cream color. And you can use the color that you prefer. And I'm going to select the bucket tool and I'm going to paint the whole texture with it. And now I'm going to make a new layer, and I'm going to rename it as well. Now let's use the brush tool and let's change their different attributes for this brush, I'm going to increase the size and I'm going to change the color for some kind of red color. And let's make a test. And you can see the effect that we're going to have if we increase the pressure for these brush. Okay, so I'm just going to turn off the different objects so we can concentrate on these body. And I'm just going to come out here and I'm going to decrease the opacity for this layer, like so. And I'm going to reduce the hardness of these brush. And I'm going to paint over here. And I'm going to continue painting on the different parts of these character. All right, let's go around these character and let's paint on this other side as well. Let's make sure that we cover the whole body except for their belly. That looks really good. And now let me select the Eraser tool. And I'm going to increase the size for this tool. And I'm going to erase that area here. Now. I'm going to come to the back of this character, and I'm going to finish painting these character here on its back. Also the fit. And I'm going to make sure that we don't miss any spots. Okay. Let's come over here to the arm and let's paint it. And let's make sure that we paint the whole back and also the back of the arms. So let's get inside here and let's paint all of that arm and make sure that the other arm is also completely painted. So now I'm going to reduce the pressure to continue painting over here, like so. And I'm going to increase the opacity a little bit, but I think that was way too much. So I'm going to erase some areas again here, like so. And also on the face. Let's make sure that the eyes are clean. Let me erase some areas here. So This looks cleaner on the face. Like so. And also on this other side. Alright. I like the way that this is coming out. And this is really basic paintings. So if you want to make something a little bit more complicated, you can't do it if you want. I'm just going to cover this area here that that we missed before and also here. So I'm just trying to make sure that everything is covered here on the top of the head and also on the different areas that we want to paint. Okay, this looks nice. And I'm just going to get closer here. And I'm going to complete this area here because as you can see, we have some spots that we didn't paint. And also on the arm. So let's go around here. And let's make sure that we get those spots. And also here on the arm and paint here and also this area. And as you can see, this process is really easy to do. So again, if you want to do something a little bit different, you can go ahead and do it. And let's see how this looks. And that is all for this lesson. I hope that you learn something useful. And I will see you in the following lesson. 16. Painting the Horns: Hello class and welcome back. In this lesson, We're going to continue texturing our character and we're going to take the hands. So let's begin. So the first thing that I'm going to do is to add a new layer. And I'm going to name these layer horns, of course. And I'm going to go to my objects tab. And I'm going to hide these monster. And I'm going to turn on the visibility for the harms. And I'm going to go to my layers again. And I'm going to make sure that I am working on the horns layer. And I'm going to go to my swatches palette. And I'm going to select this brown color. And I'm going to paint over these horns. And I'm going to make sure that my brush pressure is set to 100%. And I'm going to just paint over these horns. So I'm going to start with this one. And I'm going to paint on the hall horn. Okay? All right, so now let's just make sure that we cover the whole thing. Like so. And just on this other side here. Alright, so now let's go to the other one, and let's do the same. So let's paint the whole thing. And as you can see, this is really easy. So let me get this other side here. And let me paint the rest of these horn on right? Now Let's see. We have to paint this one as well. Okay, so the base color is finished. Now, I'm going to change the color a little bit. So I'm going to get a darker brown. And I'm going to reduce the pressure. And I'm going to paint only the tip of these horn like that. And I'm going to reduce the pressure even more. And I'm going to work on this other one. And this is going to work better. This is going to look much better. Like so. All right, This looks really nice. And I'm going to come back to this other one. And I'm going to just paint over here. So the goal here is to give a little bit of variation to these colors. So this looks more interesting like that. And again, if you want to do something different with these textures, you can do it. You can use different colors, are a different method. Now, I'm going to use a lighter color and I'm going to reduce the size of the brush. And I'm going to start adding a little bit of details just to give a little bit of variation to these horn. So let me undo that. And I'm going to change the preference for the brush. And I'm going to try again. That's going to work. I like that. So as you can see, I'm just adding some lines. And that's going to make this texture look a little bit more interesting. And also keep in mind that these hormones are going to be really small. So when we render our character, we're not going to be able to see too many details on these horns. So don't try to make these perfect because we're not going to see everything. Okay. So I'm just going to continue. All right. And let's see how this looks. And I like it. So let's go to our objects tab, and let's turn on the visibility for our character. And I'm going to get closer here and erase this area. I'm just going to erase that here that we don't need. And you can see that this looks really nice. And as I said, from further away, we are not going to be able to see too many details. And I'm going to erase these color here. All right, I like the way that they look. Okay, so now let's turn on the visibility for the teeth. And I'm going to go to the material stamp. And I'm going to double-click on here. And I'm going to change this to white. And as you can see, nothing happens. And that is because we haven't applied these material to our teeth object. So I'm going to go to the standard layout. And first I'm going to rename this material and I'm going to apply it to these group. And as you can see now, the teeth for this character are white and that's what we want. They look awesome. And I'm just going to add a subdivision surface object like so, and rename it. And I'm just going to make a quick render to see how these looks. And as you can see, this character looks really, really beautiful. Okay, so I'm just going to go ahead and save my file. And I'm just going to click on Yes, because I want to save also the textures. So that's all for this lesson. I hope that you learn something useful and I will see you in the following lesson. 17. Texturing the Eyes: Hello class and welcome back. In this lesson, we are going to create the textures for the eyes of these character. So let's start. And let's go to the content browser tab. And let's make a quick search. So let's type down i. And as you can see, we have different textures here. And the one that I'm going to use is this JPEG file. So I'm going to double-click on it, and it is going to open up in the picture viewer. So here I'm just going to go to File and Save this texture. And I'm going to save it as a JPEG. So I'm going to click Okay, and I'm going to navigate into my folder. So let's go to my friendly monster folder. And I'm going to save it inside of my textures folder. I'm going to click on save. And I'm going to close this down. So now we can come back to the objects tab. And I'm going to turn on the visibility for the eyes. And as you can see at this moment, they are orange. And that's not what we want. So I'm going to go back to my Finder. And inside of my textures folder, I have now these two different textures. So I'm going to open this one in Photoshop. And I'm going to go back to my Finder. And I'm going to open this one as well. So now I'm going to select the whole image and I'm going to cap it. Then I'm going to go to my other file. And I'm going to paste it here. Now, I'm going to turn off the visibility for these different layers so I can see the UVs for these eyes. So now I know where this eye has to go. And I'm going to turn down the opacity for this I. So I can see where I need to place this image right there in the center. And I'm going to shrink this down. But before that, I'm going to make a copy of this layer and I'm going to rename it. And I'm going to rename these one as well. So I'm going to turn off that layer and I'm going to work with the smaller one. And I'm going to resize this layer. So this is going to be much smaller. Okay? You can see the first one. So now I'm going to use the Elliptical Marquee Tool. And I'm going to make a circular selection. Like so. I'm going to invert the selection and I'm going to delete all of those pixels that we don't need. And now I'm just going to go to the hue and saturation options. And here I'm just going to change the hue of this image to get a brighter blue like that. Now, I'm going to turn back on the visibility for the rest of these layers. So I'm just going to save it. Then I'm going to go back to cinema 4 D. And here I'm going to double-click on this material. And I'm going to go to the Color tab. And I'm going to click here and select the reload image option. I'm just going to click on Yes. Alright, I like the way that this is looking. So I'm just going to rename these material to body. Make a copy and rename this one to ice. Make a copy and rename this one to horns. And the reason that I want different materials is because I want them to have different kinds of reflections. So that's the reason why I'm going to delete the material for the horns and I'm going to replace it with the horns material. Like so. And now I'm going to do the same with these other material for the eyes. So I'm just going to replace it with the new material. Like that. I'm going to open up this material and I'm going to go to the reflectance options. And I'm going to add a reflection legacy. And I'm going to decrease the opacity of this layer. Like so. And let's make a quick render and see how these looks. Okay, So at this moment, it looks very similar because we don't have any objects reflecting on this ice. But when we add the layering, we're going to be able to see some reflections on those eyes. And now I'm going to open up their horns material. And I'm going to go to the reflectance options. And I'm going to turn down the opacity for this reflection like that. And for the other material, I'm just going to leave it like it is. So that's all for this lesson. I hope that you'll learn something useful. And I will see you in the next lesson. 18. Modeling and Texturing the Background Set: Hello class and welcome back. In this lesson, we're going to create a simple background set for our character. So let's begin. Okay, so the first thing that I'm going to do is to create a cylinder. And I'm going to make it bigger like that. And I'm going to rotate it 90 degrees. And I'm going to make it even bigger. And I'm going to go to the Caps tab and I'm going to turn off the caps. So we have only their cylinder. And I'm going to make it even bigger. And I'm going to make it editable. And let's go to the point mode. And I think that we have way too many points. So I'm just going to undo that. And I'm going to go to the air cylinder properties. And I'm going to change these to something around 20 and make it editable. And now I'm going to select their life selection tool and turn off the honest elect visible elements option. And I'm going to select all of those different points and delete them. And I'm going to take this point and move it down until it is at the same level as the point on the right. And I'm going to move it to the left. I'm going to delete all of those other point. I'm going to take these points and I'm going to move it to the right until it is aligned with the point that is below it. And I'm going to take this point and I'm going to move it up like so. Okay. Now I'm going to go to the axis mode and I'm going to reposition the axis for, for this background set, making sure that it is right on the floor. Like so. And I'm going to turn off the axis mode. And I'm going to move the whole object. So the character is sitting on the floor, like so. All right, so now I'm going to use the scale tool to scale this object. And I'm going to go to the perspective view. And as you can see, it is really thin and it is actually a little bit larger than I wanted. So I'm just going to make it smaller, like so. And I'm going to scale it out on the x axis like so. And now we have the background. Okay, so now let's create a new material. And let's rename this to background gradient. And let's go to the color options. And let's add a new gradient. Okay, So I'm going to double-click here. And I'm going to change the type to these circular, and I'm going to add it to the background set. Like so. All right, now I'm going to try with a different projection. And as you can see these way, we can achieve different effects. So I'm just going to go back to UV mapping. And I'm going to double-click again on this material. I'm going to change the color of this gradient. We're going to use this red color. I'll read. So I'm just going to select all of those edges. I'm going to use the edge CAD tool, change the subdivisions, do three. Now I'm going to use the path selection tool, and I'm going to select all of those edges and also these other ones. And I'm going to use the scale tool to separate them apart. And I'm going to apply a new subdivision surface object and rename it to background like that. And now I'm going to use the knife tool, the loop mode. And I'm going to make one cap there and another one there. Ok. And now let's go to their body paint, UV editor, layout. And I'm going to select all of those different polygons. And I'm going to click on the UV polygon edit mode. And as you can see, these polygons are a complete mess. So we're going to try with different predictions. So I'm just going to make sure that these polygons are aligned with each other. Term is going to move him, get him closer together. And I'm just going to select the whole thing. Move it right into position. And I'm going to scale these polygons out, like so on, right? And I'm going to move it to the center. As you can see, the gradient is now properly centered. And now let's change to the standard layout. And here we're going to open up these material and we're going to change the colors for these material. And now we can turn back on the subdivision surface object. Make a quick render. And I really like the way that it looks bad. I'm going to make it these braided color because I don't like it that it was way too dark. And I'm going to make another render. And they like these color match much better. So that's all for this lesson. I hope that you'll learn something useful and I will see you in the following lesson. 19. Lighting and Rendering Out the Scene: Hello class and welcome back. In this lesson, we're going to lead our scene and render it out. So let's start. And I'm going to start by creating a new physical sky. Now, as you can see, the lighting of the scene has already changed, but we're going to modify it a little bit more. So let's go to the attributes of these physical sky and let's change the time. And now I'm going to select this guy. And I'm going to use the rotate tool to rotate the direction in which the light is hitting our object. And now I'm going to go to the Render Settings. I'm going to go to effects, and I'm going to add the global illumination. Then I'm going to go to the Options. And I'm going to turn off the default light. And I'm going to close this window down. Okay, so now we can make a quick render. And as you can see, the image looks completely different. And it looks much, much better than before. But we can make it even better. And to do that, I'm going to add a new light. And I'll go to the top view. And I'm going to move the light just right there. And I'm going to move it up like that. All right. Maybe even more. And I'm going to change the color of these light. I'm going to use a blue color. And I'm going to make another quick render. And they really loved the way that these light is affecting our scene. And I'm going to do something else. So I'm going to make a copy of these late and I'm going to move it to the other side. And I'm going to change the color to a much warmer color. And let's make a quick render to see how this looks. So I love the way that these image looks right now. And as you can see now the background looks and really, really beautiful. And if you like it, you can leave it like this. But I'm going to modify this allele little bit more. And I'm also going to change the time on the physical sky. And I'm going to make another quick render. I love these render. I love it. So now I'm going to go back to my Render Settings. I'm going to go to the output, and I'm going to lock the ratio. And I'm going to increase their size. And I'm going to make another render. I love the way that these character looks and also the background. Okay, so now I'm going to show you another way to like your scenes. So for this one, I'm going to turn off the physical sky object. And I'm going to add a simple sky object. And I'm going to create a new material. I'm going to open it up and rename this one to HDRI. I'm going to go to the Content Browser. And I'm going to search for all the HDRI images. And here you can get inside of one of these folders. And you can see the different images that come with cinema 4D. So you can select the one that you like the most. And for this render, I'm going to select something like this. So I'm going to turn off the color for the material that I'm working on and also the reflectance. And I'm going to turn on only the luminance channel. And I'm going to click and drag these HDR image inside of these texture packs. Like so. So I'm going to increase the exposure a little bit. I'm going to change it to 0.5. And I'm going to go back to my objects tab. And I'm going to apply this material to my sky object. And I'm going to rotate this guy to change their direction of the light. And I'm going to turn off both of these slides. And I'm going to make a quick render. And as you can see, these render looks much different from the previous one. And the main changes are, of course a living. And other change is their shadows. You can see the shadows are completely different. And another important detail is that now we have a lot of reflections on the eyes of these character. And that is something good. So now I'm going to rotate this object again, the sky object. And as you can see, the direction of the light changes as well. So I'm going to go back to my material editor and I'm going to decrease these 12, only point to and rotate it a bit. Let's make another render. And as you can see, these render looks much, much better than before. And I really like it, but we can try with the two legs that we turned off to see how this would look. And now you can see the difference between the first and the second render. So this is the first one and this is the second one. All right. I like them both. But, uh, you can see the reflections on the ice on these Render are much stronger than the reflections on the other render. And I think that we still have a lot of light to. I'm just going to tune this down to minus 0.2. And let's see how this looks. And I'm going to increase the intensity for these light. Okay, so this looks much better now. And as you can see, the lining for the previous image was way too strong. So now that we change the exposure of the HDR image, this is looking much better. So we have three different renders. And of course you can decide which one you like the most. Okay, so I'm just going to turn off the light for a second. And I'm going to come to the right view. And I'm going to move the background set a little bit because is not on the right place. I'm just going to make sure that these objects are not colliding with each other. And now I'm going to come back to the perspective view. I'm going to look for a nice angle, something like that. And I'm going to make a copy of this material, which is for the background. And I'm going to apply it. And I'm going to rename these material. And I'm going to go to the Color tab and I'm going to change the color as well. All right. Something like that. Maybe a little bit later. Like so. And let's make another render. And as you can see, you have a lot of different options to play around with. You can change the background color, the lagged color, or even the different lighting. And they like this, render the most. So I'm going to stick with this one. And remember that you can make as many renders as you want. So if you want to make our render from a different angle, you can do it. And I like these render really, really much. So that's all for this lesson. I hope that you learn something useful. And I will see you in the next lesson.