In this tutorial you’ll get a quick intro to the basics of Subdivision Surface (or HyperNURBS) modeling, why it’s used for making organic shapes, and how to model and texture a couple fun models in Cinema 4D!
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Topics covered include:
• Learn what B-Splines are
• How B-Spline smoothing applies to Subdivision Surfaces & polygons
• The difference between Viewport and Render SDS settings
• Using loop cuts and subdivisions to affect SDS geometry
• Covering the useful modeling hotkeys like ‘M’, ‘U’, and ‘Q’
• Going over two example workflows
• Texturing models using different projection methods
If you have any questions about Subdivision Surface Modeling in Cinema 4D, be sure to post it in the comments section! If you model anything using Subdivision Surface modeling, be sure to share it with me on Twitter or in the Comments! Thanks for watching!
Great tutorial.
Plus, how do you render the mesh wireframes in the header image? I tried sketch & tone but could not get this result (wireframes affected by the shading). Did you make this by post-processing with separated wireframes rendering & reflectance pass etc?
just curious, and frustrated, no matter what I do with the texture tag, it always tiles. I just need one face on the lego head and it keeps putting one on the back, and the larger my decal becomes the front face starts to blend with the back one, obscuring the sides (my face has glasses and the arms start to disappear as they blend with the back tile. any advice?
Learn how to UV unwrap! ;) But there is a tile option, if you check it off it shouldn’t tile anymore!