Follow this tutorial step-by-step to create a low poly wolf modelthat you can use in video games, graphic design and illustration projects whilst learningCinema 4Dquickly.
How to Model a Low Poly Wolf in Cinema 4D: Part 1
Some of the skills you’ll learn in this tutorial include creating basic 3D modelling, importing reference images, adding lighting to the scene and basic rendering techniques.
In this, the first part of the two-part tutorial, I’ll show you howto:
- How to Import Reference Images
- How to Prepare for Modelling
- How to Model the Wolf Body
- How to Model the Wolf Head
1.How to Import Reference Images
Open Follow this tutorial step-by-step to create a low poly wolf modelthat you can use in video games, graphic design and illustration projects whilst learningCinema 4Dquickly.anduse the middle mouse button to click anywhere on the viewport. This will display all four views. From there, use the middle mouse button to select theRightview.
In theAttributestab select Mode > View Settings.
InViewport [Right]selecttheBackbutton and click on the button next toImage.
Select your reference image from the finder and open it. In this tutorial we will use the side profile of a wolf to help us.
2.How to Prepare for Modelling
Increase the transparency of your reference image by entering a percentage or using the bar next to the transparency option. For this tutorial we have set the percentage to70%.
To create the model of our wolf we need to create a Loft. SelectSubdivision Surface > Loft.
Delete thePhong Tagfrom your Loft. This will remove any smoothing from your model and will ensure that it maintains the Low Poly look.
SelectPen > n-Side.This will create the polygons that we will use to model the Low Poly Wolf.
Move then-Side below theLoft.This will enable the option to edit the polygon.
Use theMove Tool to position the n-Side so that it is in line with the left side of the wolf in your reference image.
3.How to Model the Wolf Body
Make sure that you haven-Sideselected on your side panel.
Use theMove Tooland holdtheControlbutton on your keyboard then hover over the arrow. The mouse pointer should change to indicate that you can duplicate the polygons. From there, simply click and drag to create polygons for your wolf.
Use theScale Toolto scale the shape of your polygon down or up so that it matches your reference image as it reaches specific points in the body. For example, scale the polygon down as your reach the start of the hip as shown in the image below.
Use theRotate Tool to change the direction of your polygon so that it follows the shape of the wolfs body according to the reference image.
Continue to use a combination of theMove Tool, Rotate Tooland theScale Tool, until you have completely mapped out the body of your wolf.
Return to perspective mode by using the middle mouse button and selecting the perspective view.
Make sure thatLoftis selected. This will enable new options in the bottom right corner.
Tick the box forLinear Interpolation.Now adjust the three top options (Mesh Subdivision U, Mesh Subdivision V and Isoparm Subdivision U)in order to create a low poly look that is to your liking.
Repeat the steps above to create other parts of the body like the tail.
4.How to Model the Wolf Head
Repeat the steps above, using a combination of theMove Tool, Rotate Tooland theScale Tool, to create the head of the wolf.
Create aPyramid by selectingCube > Pyramid.This will be used to create the ears of the wolf.
Use theScale Toolto scale down your pyramid to a size which is suitable for the wolf’s ear.
Use theMove Tooland theRotation Tool to place the pyramid on top of the Wolf’s head.
Return toPerspective View (using the middle mouse button) and move the pyramid to the correct part of the Wolf’s head. You can use theMove Tooland theRotation Toolto do this. Make sure that the base of your pyramid is embedded inside the Wolf’s head.
Once you are happy with the position of the ear, click theMake Editablebutton on the top left corner of the viewport (make sure that the pyramid is selected).
Click on thePointsbutton. This will enable you to edit and move the vertices of an object you have selected (in this case the Pyramid).
Select the top point of the Pyramid and use theMove Tool,to extend the height of the ear.
Click on thePolygonsbutton. This will enable you to edit and move the polygons of an object you have selected (in this case the Pyramid).
Use theMove Tool and push the front face back so that the ear appears thinner. You can also use the Rotation Toolto rotate and edit the shape of the ear. Once you finished editing the ear make sure you selectModel Mode again (located below theMake Editablebutton).
Make sure that you have the Pyramid selected. At the top of the screen, hover over theArraybutton and click and hold to expand the menu. Select theSymmetrybutton. Then move the Pyramid inside Symmetry.
Use theMove Toolto make sure the ears appear in the correct place.
In the second part of the the tutorial series, I’ll show you how to:
- How to Model the Neck
- How to Model the Legs
- How to Model the Paws
- How to Prepare for Rendering
- How to Create a Background
- How to Add Lighting and Render the Scene