Cinema 4D

Anatomy Modelling

Was very proud to have created my first 3D model using C4D software as a personal project in 2017. I chose to develop a design of human anatomy and use as much muscular detail as possible as I used to take life drawing classes and referenced my model with real life figures for guidance.

Green-Man

Notice the slight deformations in my model from low poly to high poly. Thought it was very interesting to see the major difference in a low number of polygons to a huge number, from quite a sharp look to a more organic look.

screen-shot-2016-10-10-at-14-17-25High polygon converted shapes in each custom model piece that forms the anatomy of my figure.

screen-shot-2016-10-10-at-14-16-54Anatomy model converted from Quads to Triangles to see the slight difference in quads to tris.

screen-shot-2016-10-10-at-14-15-10Started of modelling the anatomy of the figure in quads using simple hexagon shapes to form the arms, legs, torso and head as well as the muscular detail.

Rigging 3D Model

Thought to take it a step further by using the same technique of Spline Modelling using an equal side shape preferably a hexagon shape to create the model and then finally got onto creating an advanced skeletal structure to attach to the the joints of my model for rigging.

ezgif.com-video-to-gif

All in all for a first time rig is was quite challenging learning the fundamentals of modelling and rigging on my own without any formal guidance, but I was quite pleased with the final result using Maxon C4D and it made me look forward to using other industry standard programs like Maya in order to learn and take my skills to the next level.

screen-shot-2016-11-28-at-18-51-34Final render of the model in Cinema 4D, lighting was quite tricky this time to get it as good as my previous Anatomy Model but it was still quite a pleasing result even with the deformation of the quads to tris whenever my modal would animate with the pre-rigging.

screen-shot-2016-11-28-at-18-18-39Selecting colours and gradients for my modal as well as positioning of the camera for my final render.

screen-shot-2016-11-28-at-18-16-28Was really exciting to experiment with adding joints for an overall skeletal mesh and enable my model to move and animate, I really wanted to make sure that the mesh was as moveable as possible so I went back to references of a skeleton to create joints that were as relative as possible to how the body moves.

screen-shot-2016-09-22-at-10-18-54Starting off I always attempt to make the overall model as simple as possible before using more and more shapes to help form some detail in muscle and anatomy using the prime shape as a guide.