Polygon Box Modeling techniques

Before watching this series, you should be familiar with the techniques described in these videos: Polygons, Modeling from a Drawing, HyperNURBS and the Symmetry Object.

First video shows using a sphere instead of the standard cube used in most HyperNURBs objects. Create the body and legs and drop it into a Symmetry Object.

Part 2 explains how you can use Scaling to adjust vertices. This helps create better initial geometry so that future Extruded Polygons will be more organized and predictable which will lead to a higher quality model.

Part 3 shows refining the legs using Tool options settings based on how I need to adjust the vertices. Sometimes you’ll want to scale, rotate or move vertices based on the selected points, or based on the center of the world. NOTE: Cinema 4D does not have a ‘reset tool’ option, so be aware of how to change these back to the default settings. The only way to reset Cinema is to find the C4D preference file and delete it.

The fourth video is a sped up version of the process of modeling the entire body. I explain what I’m doing so you can see how the model evolves and how I use the drawing for reference.

Adding the suctions cups to the bottom of the tentacles. This is an advanced technique, that is pretty easy and useful once you learn how to use it. The same technique can be used to add windows to a building, as demonstrated in the Polygon Selections and Modeling.

The last video shows why it’s always good to save your modeling projects in stages as I did in video 3. I forgot to model the head and I definitely wanted to do that while the model was in an earlier state, with fewer polygons. Since the suction cups were pretty easy to do, I can redo those again.

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