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Want the Secret to Insta-Success? Enrol in the School of Instagram

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Why do some people seem to gain Instagram followers effortlessly, while others struggle to get any traction? Find the answer by enrolling in the School of Instagram. It's completely free to join, and the lessons you learn will take your Instagram account to the next level.

Here's a quick overview of what you can learn from the School of Instagram. (Hint: it's just a fraction of what's on the site itself, so you might want to dive right in and get started with your first free lesson right away!)

1. How to Stand Out on Instagram

Instagram has over a billion active users, with over 100 million photos and videos uploaded every day. How can you possibly stand out in such a crowded field?

Start by binge-reading the ten dedicated lessons in the School of Instagram's first subject area: How to Stand Out on Instagram.

You'll learn, among many other things, how to:

How to write an Instagram caption

Successful Instagrammers seem to do all these things naturally, but the truth is that they've spent years honing their techniques and learning what works and what doesn't. The School of Instagram helps you take a massive shortcut and begin using these tried-and-tested tactics right away.

2. How to Plan Your Instagram Content

What do you mean, you don't plan your Instagram content?

If you're just using Instagram to connect with friends and family, it's fine to post off-the-cuff photos of whatever's happening in your life from moment to moment. But if you want to use Instagram to reach a wider audience, you need to be more strategic. Learn how to do that in Part 2 of the School of Instagram's curriculum: How to Plan Your Instagram Content.

Planning your Instagram content

You'll discover time-saving apps you can use to plan your content, create better Instagram Stories, and more. Plus you'll discover exactly how paid partnerships work and learn how you can grab a slice of the $6.5 billion influencer marketing budget, even if you don't have a gazillion followers just yet.

Oh, and have you always wondered how to get one of those beautiful blue "Verified" checkmarks next to your name? See the verification process demystified right here.

3. Stuff They Don't Teach You About Instagram

If you're an Instagram old-timer, you probably think you know all there is to know about using it.

Think again.

Instagram may be a fairly simple app, but with a billion users, and with humans being the creative beings they are, Instagrammers have come up with a ton of useful hacks to do things Mark Zuckerberg never thought of. Learn all about them in Part 3: Stuff They Don't Teach You About Instagram.

For example, do you know how to respond more quickly to comments by using the text replacement feature on your phone? How to add animated GIFs to your stories with a few taps? How to offer more poll options with the emoji slider? These are just a few of the Instagram hacks you'll discover.

Plus Instagram is always adding new features. Learn how to get the most out of the brand-new Instagram Create Mode, launched just last month.

Instagram Create Mode Templates

There's so much more there too, from killer video trends to turning your Instagram content into a career. To see all of it, just head over to the site and start taking your free lessons.

4. Learn From the Insta-Experts

Let's face it: there's a ton of Instagram advice out there. But have you ever noticed that a lot of it is written by people whose own Instagram profiles are... kind of underwhelming?

If you want to succeed on Instagram, you probably want to learn from people who have tens or hundreds of thousands of followers. You want to know what they've done to achieve that success. What have they learned along the way? What can you do to reach the same level?

That's where the "Asking for a Friend" interview series comes in. Watch some successful Instagram entrepreneurs talking about their biggest lessons, their best Instagram tips, how they deal with setbacks, and much more.

You can find these fun and inspiring interviews on the School of Instagram homepage. Here's one of them, with stylist and digital influencer Kristy Wu.


Create an Insta-Site With Milkshake

If you follow the lessons from the School of Instagram, you'll soon be building a healthy and fast-growing Instagram following. But how do you translate that into sales or traffic for your other projects? After all, Instagram only lets you put one link in your profile.

The best solution is to build an "Insta website": an eye-catching, mobile-friendly site that quickly states who you are and what you do. Forget complex web design and hosting fees: you can set up a site quickly and easily using the free Milkshake app.

With Milkshake, you can build a bespoke Insta-site on your phone in minutes, and use it to connect your followers to everything you offer.

The site is specially designed for Instagram’s mobile web browser, so your followers can swipe through your site just like Instagram Stories. Seamless!

You can update the site as often as you like. It's free to create, and the best part is that no software or design skills are needed! What's not to like? Download the Milkshake iOS app to get started.

And don't forget to enrol for the School of Instagram to ensure you're getting the most out of the platform. They're adding more lessons and interviews all the time, so sign up to make sure you're the first to find out about the latest Instagram tips and tricks!


How to Create a Computer Screen in Cinema 4D: Part 1

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Final product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Computer Screen model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Computer Screen

1. How to Import Reference Images

Step 1

Use the middle mouse button to click anywhere on the viewport. This displays all four views. From there, use the middle mouse button to select the Right view.

Four camera views

Step 2

In the Attributes tab select Mode > View Settings.

View settings

Step 3

In Viewport [Right] select the Back button and click on the button next to Image. 

Select background image

Step 4

Select the reference image from the finder and open it.

Computer monitor background image

Step 5

Once the image is displayed in the background of the viewport, change the transparency of the image. This can sometimes make it easier to model from the reference image.

Change the position and size of the reference image from here using Offset X, Offset Y, Size X and Size Y.

Adjust the transparency

2. How to Model the Computer Screen

Step 1

To start modelling the face computer screen, select the Cube object from the top menu bar. This spawns a cube in the viewport.

Create a cube object

Step 2

Use the reference image of the computer screen in the Front View to help adjust the cube. 

Use the Scale Tool to make the shape of the cube match up with the shape of the computer screen in the image.

Ensure that you use the other views (front, left, right, perspective etc) to check that the shape looks correct from every angle.

Adjust the size of the cube object

Step 3

In the perspective view, use the Scale Tool to increase or reduce the thickness of the shape so that it is close to the thickness of a computer screen. 

The Move Tool widget also allows you to adjust the the cube along different axis (x, y and z). Simply click on the small orange dots that are found next to each arrow and drag along the respective axis to edit the object.

Make the object thinner

Step 4

Select the Edge Selection Tool. Use the Edge Selection Tool to select all four corners of the object. The selected edges will be highlighted in orange.

Use the edge selection tool

Step 5

Make sure to move around the object to select the opposite corners of the object.

Select the corner edges

Step 6

Once the edges have been selected, use the mouse to right click on the selected edges. In the menu that appears, find Bevel and select it.

Use the bevel tool

Step 7

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Fixed Distance
  • Offset: 31cm
  • Subdivision: 10
  • Depth: 100%

Feel free to adjust the sliders and values until you are satisfied with the object's appearance.

Adjust the bevel settings

Step 8

In the images below you can see how the edges are effected once the values have been changed. Increase the number of subdivisions to increase the smoothness of the corner.

Curve the corners

Step 9

Use the reference image of the computer screen in your Front View to help adjust the cube. Use the Scale Tool to make the shape of the cube match up with the shape of the computer screen in the image.

Compare with the background image

3. How to Adjust the shape of the Monitor

Step 1

Use the Polygon Selection Tool to select the back of the object. Then use the Scale Tool and click and drag from anywhere within the preview window to decrease the size of the polygon. 

Scale back of the monitor

Step 2

Next to each object you create you will find the Phong Tag. This is responsible for adjusting the smoothness of an object. You can adjust the angle limit to increase or decrease the smoothness of an object. 

However since we are going for a low poly look we don't need this. So delete the Phong Tag to remove any smoothness in the model edges.

Delete phong tag

Step 3

Use the Edge Selection Tool to select the front edges of the computer monitor. The select the Bevel Tool (you can access this by right clicking on the edges).

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Radial
  • Offset: 8cm
  • Subdivision: 0
Bevel the front facing edges

4. Modify the Topology Using the Knife Tool

Step 1

Once you are happy with the overall shape of the computer monitor we need to convert it into an object. This will allow us to make further edits such as topology.

Make sure that the computer monitor is still selected and then go to Mesh > Conversion > Current State to Object.

Convert current state to object

Step 2

Right click on the object and select the Knife Tool from the menu.

Select knife tool

Step 3

Use the Knife Tool to create an edge near the bottom. You can use the tool to connect one side of the screen to the other.

Cut across the monitor

5. How to Create the Monitor Display

Step 1

In the top menu bar select the Cube to spawn a cube into the scene. Adjust the size of the cube so that it fits nicely within the previous monitor object. 

Create the monitor display

6. Use the Bend Deformer to Create the Neck

Step 1

In the top menu bar select the Cube to spawn another cube into the scene and adjust the shape so that it forms a thin neck shape. You can adjust the object properties as follows:

  • Size X: 200
  • Size Y: 340
  • Size Z: 30
Adjust the cube

Step 2

In order to curve the neck we need to add some segments. In the adjustments window add enough segments to ensure that the curve will appear smooth (in this example I've used 50 Y segments).

Add segments to the object

Step 3

In order to create a suitable bend to the computer neck you will need to use the Bend Deformer. Select the Bend button from the top menu bar. 

This spawns a bend deformer object in the list view.

Select the bend deformer

Step 4

In the list view move the Bend Deformer into the neck object. This means that the deformer will affect and influence the cube object only.

Apply the bend deformer

Step 5

With the Bend Deformer selected make sure that Fit to Parent has been ticked. The ensures that the deformer affects the whole neck.

Select fit to parent

Step 6

With the Bend Deformer still selected, go to the parameters box and play around with the Strength

In this tutorial I used the following settings:

  • Strength: 150
  • Angle: -90
Bend deformer settings

Step 7

Use a combination of the Move Tool and the Rotation Tool to place the neck in the correct position underneath the computer monitor.

Move and rotate the neck

7. How to Model the Neck

Step 1

Once you are happy with the placement of the neck we need to convert it into an object. This will collapse the object properties and will allow us to make further edits.

Make sure that the neck is still selected and then go to Mesh > Conversion > Current State to Object.

Convert current state to object

Step 2

Use the Polygon Selection Tool to select the top of the neck. Then use the Move Tool to extend the neck. This will help connect the neck to the computer monitor.

Extend the top of the neck

8. Create the Base of the Computer Monitor

Step 1

Use the Polygon Selection Tool to select the bottom of the neck. Then use the Move Tool to extend it. This will help create the base of the monitor.

Extend the base of the monitor

Step 2

Use the Move Tool to make sure that the neck is in the correct position underneath the computer monitor.

Use move tool to position objects

Step 3

Use the Edge Selection Tool to select the two front facing corners.

Select base corners

Step 4

Right-click on the corners and select the Bevel Tool

Select the bevel tool

Step 5

Use the Bevel Tool to curve the corners of the base. In the edit window, you can change the settings to the following:

  • Bevel Mode: Chamfer 
  • Offset Mode: Fixed Distance
  • Offset: 72 cm
  • Subdivision: 30
  • Depth: 100%
Curve the base corners

Step 6

Click on the small black arrow in the bottom right corner of the Bend Tool in the top menu bar. Then select Taper from the list. This creates a Taper tool in the list of objects on the right of the screen.

Select the taper tool

Step 7

Select the Taper tool and drag it into the Cube object. This will apply the Taper features to the cube which will enable some shape manipulation options.

Apply the taper tool to the base

Step 8

The Taper Tool only affects the area within the cage (this is visualised as a see through cube with purple lines as edges). Use the Rotate Tool to rotate the cage 90 degrees and move it down so that the base is within the cage area.

Move the cage

Step 9

Use the Scale Tool to reduce the cage size so that it only effects the base of the computer monitor. 

Scale the cage to fit the base

Step 10

With the Taper Tool selected, go to the adjustments menu and edit the settings to create a suitable base shape. If the shape is not deforming correctly, try flipping the cage or moving it to a different area. You can input the following:

  • Mode: Limited
  • Strength: -50%
  • Curvature: 0%
Adjust the taper tool settings

Coming Next...

In the second part of the the tutorial series, I'll show you how to:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Computer Monitor
Final computer monitor model

How to Create a Computer Screen in Cinema 4D: Part 2

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Final product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Computer Screen model to use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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 the first part of the two-part tutorial, I showed you how to:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Computer Screen

In this, the second part of the the tutorial series, I'll show you how to:

  • How to Create Colored Materials
  • How to Add Lighting to the Scene
  • How to Render the Computer Monitor

9. How to Convert State to Object

Step 1

Select all the objects associated with the Boole modifier. This will include the two cube objects that make up the computer screen.

Apply boole to computer monitor objects

Step 2

With the Boole objects still selected, go to Mesh > Conversion > Current State to Object

Convert current state to object

Step 3

This creates a version of the computer screen objects with all the modifiers collapsed. This means that the new objects lose their modifiers, but retain their shapes so that we can colour them easily. 

You can delete the original boole objects as they won't be needed in the project anymore. 

Two copies of the same object will appear

Step 4

Feel free to rename the objects to something which is easily recognisable.  

Rename 3D objects

Step 5

Select the neck object and go to Mesh > Conversion > Current State to Object. Once you've create the new object, you can delete the original one to avoid clutter and confusion.

Convert neck into object

Step 6

Select the Phong Tags and press the delete key on the keyboard to remove them. 

Delete phong tags


10. How to Create a New Material

Step 1

Located near the bottom of the screen there is a material selection window. Click on Create > New Material to create a new material to use that you can edit. 

Materials are used to colour in the various objects and parts of the Computer Screen.

Select new material

Step 2

Double click on the new material icon (displayed as a sphere). This brings up the Material Editor where you can adjust the various properties of the material such as the colour, transparency and reflectance. 

For this particular style I'm only be interested in flat colour (Luminance).

Open up the material editor

Step 3

Tick the button for Luminance and untick the boxes for Color and Reflectance. This gives the cel shaded look for the final image. 

Select luminance

Step 4

Colour the Computer Monitor by adding the material to the object. Drag and drop the material to the object using the mouse. You can also drag and drop the material onto the object listed on the right of the screen. 

Apply the new material to the computer screen

11. How to Adjust the Material Properties

Step 1

In the Material Editor, click on the arrow button next to Texture and select Sketch and Toon > Cel from the menu.

Select Sketch and Toon

Step 2

Click on the new Cel button that appears next to Texture to bring up a new menu.

Click on the cel button

Step 3

In this new menu, adjust the settings as follows:

  • Change the Diffuse to match the image at below. It should be grey scale with the colour getting light from left to right
  • Deselect Camera
  • Select Lights
  • Select Shadows 
  • Select Multiply from the drop down menu
Adjust the cel settings

Step 4

Select a colour by double-clicking on the color option box . 

The Material Editor gives many different options for choosing and picking colours. These include RGB, HSV and so on. 

Choose whichever option you are most familiar with as a flat colour. Because of the Multiply shading mode, the different colour shades also appear in the material.

If the material has already been applied to the model, the colour of the model is automatically be adjusted to the new material colour. This is useful if you change your mind on a certain colour or a certain part of the Computer Screen model.

Select a color and set shading mode to multiply

Step 5

Because I've already applied the material to the model, the colour of the Computer Monitor will automatically be adjusted to match the new material.  

New material settings will be applied

12. How to Adjust the Shading

Step 1

To get a better idea of the shading and how the render will turn out as you work on it, click and hold on the Render Button and select Interactive Render Region from the menu. 

Select interactive render region

Step 2

Use the mouse to adjust the selection window so that it fits around the Computer Screen model. Look for the very small arrow on the right hand side of the window and use the mouse to drag it to the top right corner of the box (this increases the resolution). 

Decrease the resolution by moving the arrow down if you find that the performance is decreasing.

Increase the resolution of the preview window

Step 3

To change the way the light source is facing go to Options > Default Light.

You can also add a light object to the scene if you are more comfortable working that way.  

Select default light

Step 4

Change the light source in the Default Light window. Click where you'd like the light source to come from on the sphere and it will sync with the view port. Experiment with different lighting positions to come up with a lighting situation that you like. 

This can be adjusted at anytime so you can change the lighting again if you changed your mind.

Adjust the default light

Step 5

Secondary-click on the arrow and select Alpha Mode in order to reveal the rest of the viewport. Some people may find working this way easier.

Select the alpha mode

13. Other Lighting Solutions

Step 1

To set up the basic lighting, go to the Floor button located in the top menu bar. Primary-Click-Hold and then select Physical Sky from the menu.

Select physical sky

Step 2

Make sure that Physical Sky is selected in the menu on the right, a new menu will appear on the bottom right of the screen. Select the Time and Location tab and choose a time using the left and right arrow keys. 

This changes the lighting of the scene (according to the time of the day). Choose a suitable time to light up the scene. You'll see how the lighting affects the scene in the viewport.

Adjust the time and location

Step 3

To add a light to the scene, select the Add Light button in the top menu bar at the top of the screen.

This creates a Light Object which you can move around the scene. Move the light object using the Move Tool to a suitable position.

Select the add light button

Step 4

To customise the lighting further, experiment with the light object options in the bottom right of the screen. Here you can adjust the Intensity, Light Type and even Color.

Adjust the lighting settings

14. How to Colour the Computer Monitor Screen

Step 1

Open up the Material Editor and change material color to the following:

  • R: 194
  • G: 222
  • B: 236

This changes the basic colour of the computer that you can add to the other main objects (i.e. the neck).

Select a new color for the material

Step 2

To create a new material we can duplicate the material by holding CTRL on the keyboard and then using the mouse to click and drag the material to the side.

Duplicate the material

Step 3

Double-click on the new material to open up the Material Editor and select Luminance. From there we can change the colour to the following:

  • R: 56
  • G: 47
  • B: 66
Select a purple color for the new material

Step 4

Apply the new materials to the screen by clicking and dragging it directly onto the screen object.

Apply the new material to the screen

15. How to Color the Monitor Bezel 

Step 1

Create a new material. You may also duplicate a previous material in order to keep the same settings as before.

Double-click on the new material to open up the Material Editor and select Luminance. From there you can change the colour to the following:

  • R: 70
  • G: 69
  • B: 65
Create a new dark grey material

Step 2

Use the Polygon Selection Tool to select all the polygons that make up the bezel of the computer monitor.

Select the screen boder with the polygon selection tool

Step 3

Apply the new material to the selected polygons by clicking and dragging it into the selection. 

Apply dark grey material to the selected border

Step 4

Now that all the materials and colours have been applied to the model, use the perspective view to look around the computer screen to ensure that the colours have been applied properly.

Check the 3D model from all angles

16. How to Create the Power Button 

Part 1

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This will spawn a Cylinder in the scene.

Create a new cylinder object

Part 2

Rotate the cylinder 90 degrees and then use the Scale Tool to scale it down to the appropriate size of a power button.

Rotate and scale the new cylinder

Part 3

Delete the Phong Tag from the newly created cylinder object.

Delete the phong tag

Part 4

Use the Polygon Selection Tool to select the base polygons making up a circle. Press the delete key to remove the polygons from the cylinder object. 

Select the base of the cylinder object and delete it

Part 5

Use the Edge Selection Tool to select the edges of the open hole and then use the Scale Tool to make it larger. 

Select the edges of the cylinder and expand it

Part 6

Once you are happy with the size of your power button, use the mouse to secondary-click the selected edges. Select Close Polygon Hole from the menu.

Cap the empty hole

17. How to use Boole

Step 1

Click on the small black arrow in the bottom right corner of the Array Tool in the top menu bar. Then select Boole from the list. This creates a Boole tool in the list of objects on the right of the screen.

Select boole from the menu

Step 2

Drag and drop both the screen and the new cylinder object into the boole. Ensure that the screen object is above the cylinder object. This will create the power button in the screen.

Add the screen and cylinder objects to the boole

Step 3

With the boole objects still selected, go to Mesh > Conversion > Current State to Object. This will create a copy of the objects with the boole collapsed.

Select the bool and convert current state to object

Step 4

Use the Polygon Selection Tool to select the power button. Then drag and drop the dark grey material colour into the selection.

Select the polygons of the power button and apply a material

Step 5

Check the camera and perspective view to make sure that the computer screen looks correct. Make any final adjustments to the materials to get the colour combination that you want.

Check the model from all angles

The End Result

The computer screen model is now ready for use and to render. Now that the project is complete you can repeat the steps above and change the camera or the view port to create a new image from a different angle. 

Throughout the course of the project you have successfully learnt:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Computer Screen
  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Computer Monitor

Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.

The final computer model

How to Create a Guitar in Cinema 4D: Part 1

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Final product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Guitar model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the 3D Guitar

1. How to Import Reference Images

Step 1

Use the middle mouse button to click anywhere on the viewport. This displays all four views. From there, use the middle mouse button to select the Front view.

Four different views

Step 2

In the Attributes tab select Mode > View Settings.

Select view settings from menu

Step 3

In Viewport [Front] select the Back button and click on the button next to Image. 

Select Back and find reference image

Step 4

Select the reference image from the finder and open it.

Open reference guitar image

Step 5

Once the image is displayed in the background of the viewport, change the transparency of the image. This can sometimes make it easier to model from the reference image.

Change the position and size of the reference image from here using Offset X, Offset Y, Size X and Size Y.

Set transparency to 50 percent

2. How to use Splines to Create the Guitar Body

Step 1

To start modelling the body of the guitar, select the Pen Tool from the top menu bar. This allows you to create a spline to outline the shape of the guitar body.

Select the Pen Tool from the top menu bar

Step 2

Use the Pen Tool to draw out the outline of one side of the guitar body. Use the mouse to click and drag to create curves

Use Pen Tool to draw outline of guitar body

Step 3

Close the spline by clicking on the first point. 

Close the spline

Step 4

Adjust the shape of the spline by selecting the Point Selection Tool and then using the Move Tool to move the points and handles. 

Adjust the shape of the spline

Step 5

Duplicate the spline once you're happy with the shape. This is done by clicking and dragging the spline in the list view, whilst holding the CTRL key on the keyboard.

Duplicate the spline

Step 6

Select the Object Tool and then select the Rotate Tool. Select one of the splines that you want to rotate to create the other side of the guitar body.

Select object tool and then rotate tool

Step 7

Rotate one of the splines by 180 degrees. This creates the other half of the guitar body. 

Ensure that the splines overlap in the middle 

Rotate duplicate spline 180 degrees

Step 8

Go to the top menu bar and select Array > Spline Mask

Select spline mask from top menu

Step 9

Select both of the splines that you have created and move them inside the Spline Mask. This will create one whole spline for the guitar body.

Put splines inside spline mask

Step 10

Make the spline mask editable by clicking on the Make Editable button. You won't be able to make any changes to the previous splines after this, so ensure you're happy with the shape of the guitar body before committing to this step. 

Click the make editable button

Step 11

From the top menu select Subdivision Surface > Extrude. Then place the spline inside extrude.

Select the extrude button from the top menu

Step 12 

This creates a 3D object out of the shape of the spline.

Extrude the spline

Step 13

Use the extrude object options to adjust the look of the guitar body. 

Change the thickness of the object so that it accurately matches the body of a guitar.

Increase guitar thickness

3. How to Create the Sound Hole 

Step 1

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This spawns a Cylinder in the scene.

Select cylinder from top menu

Step 2

Adjust the properties of the Cylinder so that it is facing the correct way, has the correct size.

Rotate cylinder object

Step 3

Return to the front view to use the reference image as a guide to help with the placement and size of the cylinder object.

Move cylinder object to match reference image

Step 4

Click on the small black arrow in the bottom right corner of the Array Tool in the top menu bar. 

Select Boole from the list. This creates a Boole tool in the list of objects on the right of the screen.

Select boole from top menu bar

Step 5

Select the extrude group and cylinder object from the list and place them inside the Boole Tool. 

Ensure that the cylinder object is positioned below the extrude group.

Place extrude and cylinder inside the boole

Step 6

This creates a cut out in the shape of the cylinder object. 

Adjust the position of the cylinder object using the Move Tool until you're happy with the appearance of the sound hole.

Create the sound hole

Step 7

Click on the small back arrow on the Cube button and select Tube from the list of options. This spawns a Tube object in the scene.

Select the tube object from the top menu bar

Step 8

Adjust so that inner radius is the same as the radius of the cylinder object (that was used to create the sound hole). 

You'll also want to adjust the outer radius to a suitable size.

Resize tube object

Step 9

Return to the front view to use the reference image as a guide to help with the placement and size of the tube object. 

Carefully align the tube so that it fits directly on top of the sound hole.

Move tube object to match reference image

Step 10

In the perspective view, use the Move Tool to push the tube further into the body until it's only just above the object surface. 

Ensure that you use the other views (front, left, right, perspective and so on) to check that the shape looks correct from every angle.

Move tube into position

4. Create the Guitar Neck

Step 1

To start modelling the neck of the Guitar, select the Cube object from the top menu bar. This spawns a cube in the viewport.

Spawn a new cube into scene

Step 2

Use the front view to adjust the shape and size of the cube object so that it matches the reference image. 

Ensure you make the neck slightly longer than needed. This is so that you can make additional adjustments to the top and bottom of the object.

Adjust the cube to look like the neck

Step 3

Check that the neck thickness is appropriate in the perspective view and adjust accordingly using the object properties window or the Scale Tool

Adjust the thickness of the neck

Step 4

In the object properties window, increase the number of Y segments for the fretboard. In this example the guitar neck has 14 Y segments.

Increase the Y segments to fourteen

Step 5

Duplicate the cylinder object that was used to create the sound hole (do this by holding CTRL on the keyboard to click and drag a duplicate object). 

Then place both the new cylinder object and the neck object inside a boole.

Duplicate cylinder and move into boole with neck

Step 6

This cuts out the curve for the sound hole for the neck.

Cut a curve into the neck

5. How to Create the Headstock

Step 1

Create a cube object with two Y segments. Then adjust the size of the cube object so that it becomes a suitable size for the headstock.

Spawn a new cube and adjust to the size of the headstock

Step 2

Make the cube object editable and then use the Edge Selection Tool to move the middle edge closer to the bottom.

Move edge closer to the bottom

Step 3

Use the Edge Selection Tool to select the two bottom corners of the object. 

Then use the Scale Tool to move the edges closer together or close to the neck.

Move corners with the edge selection tool

Step 4

Click on the small back arrow on the Cube button and select Capsule from the list of options. This will spawn a capsule in the scene.

Select capsule from the top menu

Step 5

Move the capsule so that half of it sits within the cube object. Then adjust the size of the capsule to something suitable.

Adjust the size of the capsule

Step 6

Duplicate the capsule and place them both side by side inside the cube object. Group both capsules by selecting them both and pressing Alt-G on the keyboard.

Duplicate the capsule

Step 7

Select Boole by clicking on the small arrow on the bottom right of the Array button at the top of the screen.

Select boole from the top menu

Step 8

Place the capsules and the cube object inside the boole, making sure that the capsules are at the bottom. This will create a cutout of the capsules on the headstock.

Create capsule cutouts

6. How to Create the Tuning Machines

Step 1

Create a new cylinder object and resize it down so that it matches the appropriate size for a tuner. 

Once you are happy with the size, use the Move Tool to move it into position in the headstock.

Create a tuner out of a cylinder object

Step 2

Duplicate the cylinder object by holding CTRL button on the keyboard and then click and drag the cylinder using the Move Tool. Do this twice more so that you're left with three cylinders.

Duplicate the tuner three times

Step 3

Select all three cylinder objects and duplicate them to the other side of the headstock.

Duplicate the tuner objects on the other side of the headstock

7. How to Create the Bridge and Endpin

Step 1

Create a new cube object and scale it down so that it resembles the size of a guitar bridge. 

Once you are happy with the size, use the Move Tool to move the new cube object inside the body of the guitar so that only the top part of the bridge object is above the surface of the body.

Create a bridge out of a new cube

Step 2

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This spawns a Cylinder in the scene.

Select cylinder object from the top menu

Step 3

Resize the cylinder object so that it is a suitable size for the endpin and then use the Move Tool to place it at the bottom of the guitar body. 

Create the endpin out of a cylinder

Step 4

Use the different camera angles to double check the Guitar model to make sure that it looks correct.

New camera angle

Coming Next...

Final guitar model

In the second part of the tutorial series, I'll show you:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the final Guitar Model

How to Create a Guitar in Cinema 4D: Part 2

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Final product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Guitar model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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 the first part of the two-part tutorial, I showed you:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the 3D Guitar

In this, the second part of the the tutorial series, I'll show you:

  • How to Create Colored Materials
  • How to Add Lighting to the Scene
  • How to Render the Guitar

8. How to Create a New Material

Step 1

Located near the bottom of the screen there should be a material selection window. Click on Create > New Material to create a new material to use that you can edit. 

Materials are used to colour in the various objects and parts of the Guitar

Create a new material

Step 2

Double click on the new material icon, displayed as a sphere. This brings up the Material Editor, where you adjust the various properties of the material such as the colour, transparency and reflectance. 

For this particular style you'll only be interested in flat colour, or Luminance.

Go to the material editor

Step 3

Tick the button for Luminance and untick the boxes for Color and Reflectance. This gives us the cel shaded look for our final image of the Guitar.

Select Luminance

Step 4

Colour the Guitar, starting with the body, by adding the material to the object. Drag and drop the material to the object using the mouse. 

Drag and drop the material onto the object listed on the right of the screen. 

This process is repeated for the other parts of the Guitar. The base colour of the Guitar is as follows:

  • R: 247
  • G: 233
  • B: 63
Choose a yellow color

Step 5

Apply the material colour to the guitar body and the headstock by dragging and dropping the material onto the object listed on the right of the screen or the preview window.

Apply the yellow material to the guitar

9. How to Adjust the Material Properties

Step 1

In the Material Editor, click on the arrow button next to Texture and select Sketch and Toon > Cel from the menu.

Select sketch and toon

Step 2

Click on the new Cel button that appears next to Texture to bring up a new menu.

Click on the new cel button

Step 3

In the new menu, adjust the settings as follows:

  1. Change the Diffuse to match the image at below. It should be grey scale with the colour getting light from left to right
  2. Untick Camera
  3. Tick Lights
  4. Tick Shadows 
  5. Select Multiply from the drop down menu
Adjust the cel settings

Step 4

Select a colour by double-clicking on the colour option box . 

The Material Editor gives you many different options for choosing and picking the colour.

These include RGB, HSV etc. Choose whichever option you're most familiar with as a flat color. Because of the Multiply shading mode, the different colour shades also appears in the material.

If the material has already been applied to the model, the colour of the model is automatically adjusted to the new material colour. 

This is useful if you change your mind on a certain colour or a certain part of the Guitar model.

Change the base color of the material

Step 5

Because you've already applied the material to the model, the colour of the Guitar is automatically adjusted to the new material colour.

New material properties automatically applied to model

10. How to Adjust the Shading

Step 1

To get a better idea of the shading and how our render will turn out as you work on it, click and hold on the Render Button and select Interactive Render Region from the menu. 

Select interactive render region

Step 2

Use the mouse to adjust the window so that it fits around the Guitar model. Look for the very small arrow on the right hand side of the window and use the mouse to drag it to the top right corner of the box. This increases the resolution. 

Decrease the resolution by moving the arrow down if you find that the performance is decreasing.

Increase resolution

Step 3

To change the way the light source is facing go to Options > Default Light.

Add a light object to the scene if you are more comfortable working that way. 

Adjust the default light

Step 4

Change the light source in the Default Light window. Click where you'd like the light source to come from on the sphere and it'll sync with the view port. 

Experiment with different lighting positions to come up with a lighting situation that you like. 

This is adjusted at anytime so you can change the lighting again if you changed your mind.

Change the light source

11. Other Lighting Solutions

Step 1

To set up the basic lighting, go to the Floor button located in the top menu bar. Left Click-Hold and then select Physical Sky from the menu.

Select physical sky

Step 2

Ensure that Physical Sky is selected in the menu on the right, a new menu appears on the bottom right of the screen. Select the Time and Location tab and choose a time using the left and right arrow keys. 

This changes the lighting of the scene according to the time of the day. Choose a suitable time to light up the scene. You'll see how the lighting affects the scene in the viewport.

Choose a time

Step 3

To add a light to the scene, select the Add Light button in the top menu bar at the top of the screen.

This creates a Light Object which you can move around the scene. Move the light object using the Move Tool to a suitable position.

Select a light object

Step 4

To customise the lighting further, experiment with the light object options in the bottom right of the screen. Here, adjust the Intensity, Light Type and even Color.

Customise the lighting

12. How to Color the Guitar Neck

Step 1

To create a new material we can duplicate the material by holding CTRL on the keyboard and then using the mouse to click and drag the material to the side.

Duplicate the material

Step 2

Double click on the new material to open up the Material Editor and select Luminance. From there change the colour to the following:

  • R: 106
  • G: 70
  • B: 18
Change the color of the material

Step 3

Apply the new material to the neck by clicking and dragging it directly onto the object.

Apply new material to the neck of the guitar

Step 4

Create a new material. Duplicate a previous material in order to keep the settings from before.

Double click on the new material to open up the Material Editor and select Luminance. From there change the colour to the following:

  • R: 102
  • G: 113
  • B: 117
Make new light grey material

Step 5

Create another new material and change the colour to the following:

  • R: 62
  • G: 77
  • B: 80
Make new dark grey material

Step 6

Use the Polygon Selection Tool to highlight the rectangles of the fretboard, leaving a space in between each one. Then apply one of the two new materials to the selection.

Apply new material to fretboard

Step 7

Highlight the remaining rectangles and apply the second new material to the selection.

Apply new material to fretboard

13. Colour the Tuning Keys, Bridge and End Pin

Step 1

Create a new material and change the colour to the following:

  • R: 209
  • G: 213
  • B: 224
Make new material

Step 2

Select the bridge 3D object and apply the new material to it by dragging and dropping the material onto the object listed on the right of the screen or the preview window.

Apply new material to bridge

Step 3

Apply the same material to the tuning keys.

Apply new material to tuning keys

Step 4

Apply the same material to the end pin at the bottom of the guitar. 

Apply new material to end pin

14. How to Color the Sound Hole Border

Step 1

Create another new material for the sound hole border and change the colour to the following:

  • R: 21
  • G: 175
  • B: 199
Make new color material

Step 2

Select the cylinder 3D object and apply the new material to it by dragging and dropping the material onto the object listed on the right of the screen or the preview window.

Apply new material to sound hole border

15. Render the Guitar Model

Step 1

On the top menu bar, click on the Render Settings button. This brings up the render settings window.

Select render settings button

Step 2

In the Render Settings menu, change the options to what you need. First you will need to tick the Save Settings to select a file location, file format and alpha channel.

Select Alpha Channel if you wish to keep the background see through. This is useful if you wish to add a background to the image in Adobe Photoshop.

Adjust save options

Step 3

In the Output Settings choose the resolution, height and width of the image. 

Adjust output options

Step 4

To ensure that the guitar render is nice and sharp, go to the Anti-Aliasing settings. Select Cubic (Still Image) which can be found under Filter

Adjust anti-aliasing options

Step 5

To create the final image of the guitar, click on the Render button. Remember to make sure that you've selected the right view in your viewport (front, right, left or perspective etc.) and that you're happy with the camera angle. 

Choose a suitable angle in the viewport by navigating around the scene.

Click on the render button

Step 6

For more control over how the final render looks, create a camera object to help. Find a suitable view using the viewport first and then click on the camera button. 

This creates a camera using the current view in the viewport. Check out the camera settings to see how they will affect the final render.

Select the camera button

The End Result

Wait for the final render to finish. Once the render is complete, repeat the steps above and change the camera or the view port to create a new image from a different angle. 

Throughout the course of the project you've learnt:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the 3D Guitar
  • How to Create Colored Materials
  • How to Add Lighting to the Scene
  • How to Render the Guitar

Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.

Final 3D guitar model

20 Cinematic Music Tracks to Inspire and Excite Your Next Video

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Your choice of music can be everything when it comes to your video project. We've put together some of our favourite pieces, loosely categorised to make it easy for you to find what you want.

Melodic and Emotional Audio Tracks

Inspiring Piano And Emotional Orchestra

A beautiful and inspiring melodic piano piece, which kicks into rousing orchestra – perfect for films, presentations or YouTube videos that are ready to tug on the heartstrings.

Inspiring Moments

This track download comes with three versions of differing lengths to suit your project. It’s relaxing and emotional throughout.

Piano Trailer

Suitable for cinematic scenes, inspiring projects slow motion videos and much more, the Piano Trailer download comes with 5 versions

Dreams

A light, magical and inspiring piece, this track is based on grand piano and an airy soundscape of electronic and acoustic instruments.

Depressed woman
Image from Envato Elements

Dramatic Audio Tracks

Hybrid Trailer

A modern Hollywood Marvel inspired trailer cue with an intense build up and dramatic, cinematic impacts.

Inspiring Cinematic Trailer

Motivational, powerful and inspiring cinematic orchestral music with a bright, triumphant and adventurous atmosphere.

The Cinematic

With 5 versions to choose from, The Cinematic is a powerful and intense piece, great for use in game trailers, film openers and much more.

Epic

A motivational orchestral piece featuring strings, horns and percussion. A calm introduction builds, calms, builds and finally calms again into a soft piano finish.

Epic Inspirational

Including three versions, this Epic Inspirational track is a powerful one for your video, commercial or media project.

Emotional Cinematic Trailer

With a straight build, to an epic climax, this track covers everything in order to cater to every need. It’s especially good for montage projects.

Girl Flower Enjoyment Refreshment Holiday Joy Concept
Image from Envato Elements

Uplifting and Inspirational Audio Tracks

Uplifting & Inspiring Emotional Adventure Trailer

With a longer and shorter version included in the download, the Uplifting and Inspiring Emotional Adventure Trailer piece will have you scaling the greatest of heights. Metaphorically of course.

Uplifting Indie Rock

An uplifting, cool, driving indie rock track. This piece carries the spirit of progress and positivity, in a very chill rock ‘n’ roll kind of way.

Inspiring

Inspiring is a strong, moving and emotional cinematic piece. Create a great atmosphere for your film, trailer, presentations and much more

Majestic Orchestra

This majestic, powerful and uplifting orchestral piece is the perfect fit for movies, games, trailers and more.

Gravity's Rainbow

Gravity’s Rainbow is powerful, melodic dubstep track with a catchy uplifting chorus. It contains multiple and different emotional builds.

Timeless City

Timeless City is a track that shares characteristics from different genres like downtempo, chill step, uplifting trance and chill out, all combined in a unique way.

Absorbed by Space

 Absorbed by Space begins with piercing, clear sounds, full of mystery. Sounds in this piece are varied, but the tones are rounded and polished in a way that resembles fluidity.

Hip-Hop Background Beat

A usefully looping track, Hip-Hop Background Beat is a light hip-hop track with a deliberately young, urban sound. 

Coda

If you're as emotionally wrung out as we are after listening to so many pieces of wonderful music, then take a few minutes to look at these other articles to help you to nail your film project's music.

More Awesome Video Resources From Envato

Learn Video Editing

We've built a complete guide to help you learn how to edit videos, whether you're just getting started with the basics or you want to master video editing and post-production.

Envato Video Marketing Guide

Boost your video marketing skills with our guide. You'll learn video marketing from start to finish to improve your next production — and connect with customers. 

Free Video Assets From Mixkit

Check out Mixkit for free stock videosfree stock music, and free templates for Adobe Premiere Pro.

Make Motion Graphics Video Online With PlaceIt

PlaceIt is an online video maker with professionally-designed motion graphics templates; you can make videos quickly, right in your browser.

Envato Elements: Unlimited Downloads

Envato Elements Design without limits

Envato Elements offers millions of stock items: photosmusicvideo clipsfonts, graphics templates of all sorts, video project templates for After EffectsPremiere ProFinal Cut Pro and Motion, and creative courses from Envato Tuts+.


Call for Instructors: Help Us Teach Animation

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Into animation? Love learning? We're looking for new instructors to contribute to the Photo & Video section here at Envato Tuts+.

Call For for Animation Instructors

Envato Tuts+ is an established online publication dedicated to helping people with their creative projects. We are growing, and seek to expand our teacher team in order to make more tutorials about animation.

If you are passionate about online education and think you can help people use their animation software in a creative way, we want to hear from you. This is a paid, project-based, ongoing, flexible, remote-work opportunity.

Air balloon taking offAir balloon taking offAir balloon taking off

What You'll Do

We have the in-depth experience to help you put together your posts, and a professional editorial team to guide and support your work. So if you're new to making tutorials, this is a great place to start!

We pay $300 USD for a standard length tutorial, which is about 25-30 steps plus images. Videos start from $400 USD. Many of our instructors have written for Envato Tuts+ for years and contribute several posts a month, earning thousands of dollars each month.

Essential Skills

Here are the basic qualifications we're looking for:

  • Comfortable writing or presenting in English (it does not have to be your first language).
  • Previous teaching or presentation experience; it doesn't have to be in a professional context or tutorials—blogs, social media, and self-publishing is OK too. What's important is that you show us how you like to communicate.
  • Applicants from all animation backgrounds are encouraged to apply, but at this time we're primarily looking for help teaching animation skills in After Effects and/or Fusion (DaVinci Resolve).

If you think you'd be a great instructor but feel you don't yet have the writing experience or technical knowledge in one of those programs, please apply anyway!  Many skills are transferable and we will help develop your talents. Ultimately, it's not about what or how much you know, it's about who well you're able to put yourself in the place of people who are just figuring this tech stuff out, maybe for the first time.

Desirable Skills

Here are a few more things we're looking for in applicants:

  • Previous experience making video, especially software tutorials and online-learning. Active on YouTube and want to take it to the next level? Us too, let's get together: We want to add more animation skills to our Envato Tuts+ YouTube channel
  • If you know Apple Motion, Cartoon Animator and other Reallusion programs, Blender, Unity, or Unreal Engine, let us know.
  • Envato Tuts+ publishes in multiple languages, including German, Spanish, French, Russian, Portuguese and Indonesian, so if you also speak or write in another language that is definitely something we want to know about too!
  • It's a bonus if you're already comfortable with the basics of search engine optimization practices.

Apply Now

Excited? Check out our Teach for Us page and find out how to apply, or read more about Envato and our values.

We are committed to building a creative team that reflects our global audience: we encourage people of colour, indigenous people, lesbian, gay, bisexual, queer, trans, two-spirit, and non-binary people to apply.

Apply Now

How to Create a Smartwatch in Cinema 4D: Part 1

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Smartwatch model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Smartwatch

1. How to Import Reference Images

Step 1

Use the middle mouse button to click anywhere on the viewport. This displays all four views. From there, use the middle mouse button to select the Right view.

Cinema 4D viewsCinema 4D viewsCinema 4D views

Step 2

In the Attributes tab select Mode > View Settings.

View settingsView settingsView settings

Step 3

In Viewport [Right] select the Back button and click on the button next to Image. 

Choose back buttonChoose back buttonChoose back button

Step 4

Select the reference image from the finder and open it.

Reference image displayedReference image displayedReference image displayed

Step 5

Once the image is displayed in the background of the viewport, change the transparency of the image. This can sometimes make it easier to model from the reference image.

Change the position and size of the reference image from here using Offset X, Offset Y, Size X and Size Y.

Adjust the transparencyAdjust the transparencyAdjust the transparency

2. How to Model the Watch Face

Step 1

To start modelling the face of the Smartwatch, select the Cube object from the top menu bar. This spawns a cube in the viewport.

Select Cube from the menuSelect Cube from the menuSelect Cube from the menu

Step 2

Use the reference image of the Smartwatch in the Front View to help adjust the cube. 

Use the Scale Tool to make the shape of the cube match up with the shape of the Smartwatch in the image.

Ensure that you use the other views (front, left, right, perspective etc) to check that the shape looks correct from every angle.

Transform the cube to fit reference imageTransform the cube to fit reference imageTransform the cube to fit reference image

Step 3

With the object still selected, use the mouse to click the Make Editable button to allow you to adjust the model further.

Clicking the Make Editable button disables the options for when you first spawn the object.

Because of this you must make sure that you are happy with the current shape of the cube before clicking this button.

Select the Make Editable buttonSelect the Make Editable buttonSelect the Make Editable button

Step 4

Select the Edge Selection Tool.

Edge Selection Tool buttonEdge Selection Tool buttonEdge Selection Tool button

Step 5

Use the Edge Selection Tool to select all four corners of the object. The selected edges are highlighted in orange.

Select the edge corners of the cubeSelect the edge corners of the cubeSelect the edge corners of the cube

Step 6

Once the edges have been selected, use the mouse to right click on the selected edges. In the menu that appears, find Bevel and select it.

Select the Bevel ToolSelect the Bevel ToolSelect the Bevel Tool

Step 7

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Fixed Distance
  • Offset: 50cm
  • Subdivision: 10
  • Depth: 100%

Feel free to adjust the sliders and values until you are satisfied with the object's appearance.

Curve the corners of the cubeCurve the corners of the cubeCurve the corners of the cube

Step 8

In the images below you can see how the edges are effected once the values have been changed.

Use the reference image of the Smartwatch in the Front View to help whilst you adjust the corners. 

Use reference imageUse reference imageUse reference image

Step 9

Click on the small black arrow in the bottom right corner of the Bend Tool in the top menu bar. Select Bevel from the list. This creates a Bevel tool in the list of objects on the right of the screen.

Choose Bevel button from top menuChoose Bevel button from top menuChoose Bevel button from top menu

Step 10

Select the Bevel tool and drag it into the Cube object. This will apply the bevel features to the cube.

Bevel in listed viewBevel in listed viewBevel in listed view

Step 11

Ensuring that the Bevel tool is selected in the object list, use the adjustments window to change the way that the bevel works. 

For this tutorial, the following are used:

  • Use Angle: Tick
  • Angle Threshold: 68 Degrees
  • Bevel Mode: Chamfer
  • Offset Mode: Radial
  • Offset: 20cm
  • Subdivision: 6

Feel free to adjust the sliders and values until you are satisfied with the object's appearance.

Adjust the Bevel object settingsAdjust the Bevel object settingsAdjust the Bevel object settings

Step 12

In the images below you can see how the cube is changed once the values have been changed. This makes the object appear smoother, which correctly matches the appearance of the Smartwatch which is being modelled.

Curved edgesCurved edgesCurved edges

Step 13

For a more stylised and graphical approach, reduce the Bevel Subdivisions to a value of 1.

Simplified edgesSimplified edgesSimplified edges

Step 14

This gives the Smartwatch a sharper bevel for a more stylised look. However, if you're going for a more realistic look with a smoother bevel, increase the number of Bevel Subdivisions instead.

Low Poly watch faceLow Poly watch faceLow Poly watch face

3. How to Create the Smartwatch Screen

Step 1

To start modelling the screen of the Smartwatch, duplicate the current object from the list view. Do this by holding CTRL on the keyboard to click and drag a duplicate object.

Duplicate the watch faceDuplicate the watch faceDuplicate the watch face

Step 2

Remove the Bevel Modifier from the duplicate object.

Remove Bevel Remove Bevel Remove Bevel

Step 3

Use the Scale Tool to adjust the thickness of the new object.

Ensure that you use the other views (front, left, right, perspective etc) to check that the shape looks correct from every angle.

Scale watch faceScale watch faceScale watch face

Step 4

Once the shape and size of the cube has been adjusted correctly, use the Move Tool to move the screen into position.

Move object into positionMove object into positionMove object into position

4. How to Create the Smartwatch Buttons

Step 1

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This will spawn a Cylinder in the scene.

Select Cylinder from top menuSelect Cylinder from top menuSelect Cylinder from top menu

Step 2

Adjust the properties of the Cylinder so that it is facing the correct way, has the correct size and has the desired thickness for the button. 

Use the Move Tool to move the button into the correct place using the background image as the reference. 

The settings for the Cylinder are as follows:

  • Radius: 25cm
  • Height: 25cm
  • Height Segments: 1
  • Rotation Segments: 36
  • Orientation: -X
Place buttonPlace buttonPlace button

Step 3

Ensure that the cylinder is selected and click on the Make Editable Button. 

Choose Make Editable ButtonChoose Make Editable ButtonChoose Make Editable Button

Step 4

Duplicate the cylinder. This acts as the second button.

Duplicate buttonDuplicate buttonDuplicate button

Step 5

Now that the object is editable, edit the points. Ensure the second cylinder object is selected and click on Points Button. 

Click on the Rectangle Selection Tool to select the points to edit. Select the points to then move them using the Move Tool.

Select Points ToolSelect Points ToolSelect Points Tool

Step 6

Use the Rectangle Selection Tool to select half of the cylinder. Then use the Move Tool to move the points down.

Adjust pointsAdjust pointsAdjust points

Step 7

To move the two buttons into position, when moving a whole object, select and use the Model button. If this is not selected, you may find that you'll be moving the points, edges or faces instead.

Select Model buttonSelect Model buttonSelect Model button

Step 8

Use the Move Tool to move the two buttons into position.

Move new button into positionMove new button into positionMove new button into position

Step 9

Ensure that you use the other camera views to ensure that the button placement is correct and moved to the right area.

Check all viewsCheck all viewsCheck all views

5. How to Create the Watch Strap

Step 1

To start modelling the wrist strap of the Smartwatch, select the Cube object from the top menu bar. 

This spawns a cube in the viewport.

Choose Cube object from menuChoose Cube object from menuChoose Cube object from menu

Step 2

Adjust the properties of the cube so that it resembles the appearance of a wrist strap. This is usually represented as a very long rectangular shape. 

The settings for the strap are as follows:

  • Size X: 230 cm
  • Size Y: 1000 cm
  • Size Z: 45 cm
Adjust cube to make strap shapeAdjust cube to make strap shapeAdjust cube to make strap shape

Step 3

In order for the shape to bend correctly, width segments must be added to the object. For a smoother bend more segments should be added (Y).

Add segments to watch strapAdd segments to watch strapAdd segments to watch strap

6. How to use the Bend Deformer 

Step 1

In order to create a suitable bend to the wrist strap you will need to use the Bend Deformer. Select the Bend button from the top menu bar. 

This spawns a bend deformer object in the list view.

Select Bender deformer from menuSelect Bender deformer from menuSelect Bender deformer from menu

Step 2

In the list view move the Bend Deformer into the watch strap object. This means that the deformer will affect and influence the watch strap object only.

Move bend deformer in list menuMove bend deformer in list menuMove bend deformer in list menu

Step 3

With the Bend Deformer selected make sure that Fit to Parent has been ticked. The ensures that the deformer affects the whole watch strap.

Click fit to ParentClick fit to ParentClick fit to Parent

Step 4

With the Bend Deformer still selected, go to the parameters box and play around with the Strength

In this tutorial I used the following settings:

  • Strength: 180
  • Angle: 90
Adjust Bend Derformer parametersAdjust Bend Derformer parametersAdjust Bend Derformer parameters

Step 5

In the list view, select the watch strap object again and use the Rotate and Move tools to move it to the correct position on the smart watch.

Move and rotate strap into placeMove and rotate strap into placeMove and rotate strap into place

7. How to Complete the Watch Strap

Step 1

In order to edit the watch strap further click the Make Editable button on the top left corner of the screen.

Select Make Editable buttonSelect Make Editable buttonSelect Make Editable button

Step 2

Choose the Polygon Tool and use the Move Tool to extend the tip of the watch strap. 

You'll also notice that by going into an edit mode like this disables the Bend Deformer temporarily. 

Use Polygon ToolUse Polygon ToolUse Polygon Tool

Step 3

Once you return to Model Mode by clicking on the model button, the strap appears as normal with the extended geometry.

Return to Model ModeReturn to Model ModeReturn to Model Mode

Step 4

Choose the Edge Tool from the left menu.

Choose Edge ToolChoose Edge ToolChoose Edge Tool

Step 5

Use the Edge Tool and the Selection Tool to select the edges of the extended strap.

Select watch strap edgesSelect watch strap edgesSelect watch strap edges

Step 6

With the edges still selected, use the Bevel Tool to curve the edges.

Select the Bevel ToolSelect the Bevel ToolSelect the Bevel Tool

Step 7

In the edit window, change the settings to the following:

  • Bevel Mode: Chamfer 
  • Offset Mode: Fixed Distance
  • Offset: 72 cm
  • Subdivision: 30
  • Depth: 100%
Bevel the corners of the watch strapBevel the corners of the watch strapBevel the corners of the watch strap

Step 8

Return to Model Mode to see how the watch strap looks and finalise any further adjustments you'd like to make. 

Once you're happy with the way it looks, duplicate the watch strap. Do this by holding CTRL on the keyboard to click and drag a duplicate object.

Rotate the duplicate strap by 180 degrees and place it on the bottom of the watch.

Duplicate watch strapDuplicate watch strapDuplicate watch strap

Coming Next...

Final smart watch 3D modelFinal smart watch 3D modelFinal smart watch 3D model

In the second part of the tutorial series, I'll show you:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Smartwatch



How to Create a Smartwatch in Cinema 4D: Part 1

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Smartwatch model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Smartwatch

1. How to Import Reference Images

Step 1

Use the middle mouse button to click anywhere on the viewport. This displays all four views. From there, use the middle mouse button to select the Right view.

Cinema 4D viewsCinema 4D viewsCinema 4D views

Step 2

In the Attributes tab select Mode > View Settings.

View settingsView settingsView settings

Step 3

In Viewport [Right] select the Back button and click on the button next to Image. 

Choose back buttonChoose back buttonChoose back button

Step 4

Select the reference image from the finder and open it.

Reference image displayedReference image displayedReference image displayed

Step 5

Once the image is displayed in the background of the viewport, change the transparency of the image. This can sometimes make it easier to model from the reference image.

Change the position and size of the reference image from here using Offset X, Offset Y, Size X and Size Y.

Adjust the transparencyAdjust the transparencyAdjust the transparency

2. How to Model the Watch Face

Step 1

To start modelling the face of the Smartwatch, select the Cube object from the top menu bar. This spawns a cube in the viewport.

Select Cube from the menuSelect Cube from the menuSelect Cube from the menu

Step 2

Use the reference image of the Smartwatch in the Front View to help adjust the cube. 

Use the Scale Tool to make the shape of the cube match up with the shape of the Smartwatch in the image.

Ensure that you use the other views (front, left, right, perspective etc) to check that the shape looks correct from every angle.

Transform the cube to fit reference imageTransform the cube to fit reference imageTransform the cube to fit reference image

Step 3

With the object still selected, use the mouse to click the Make Editable button to allow you to adjust the model further.

Clicking the Make Editable button disables the options for when you first spawn the object.

Because of this you must make sure that you are happy with the current shape of the cube before clicking this button.

Select the Make Editable buttonSelect the Make Editable buttonSelect the Make Editable button

Step 4

Select the Edge Selection Tool.

Edge Selection Tool buttonEdge Selection Tool buttonEdge Selection Tool button

Step 5

Use the Edge Selection Tool to select all four corners of the object. The selected edges are highlighted in orange.

Select the edge corners of the cubeSelect the edge corners of the cubeSelect the edge corners of the cube

Step 6

Once the edges have been selected, use the mouse to right click on the selected edges. In the menu that appears, find Bevel and select it.

Select the Bevel ToolSelect the Bevel ToolSelect the Bevel Tool

Step 7

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Fixed Distance
  • Offset: 50cm
  • Subdivision: 10
  • Depth: 100%

Feel free to adjust the sliders and values until you are satisfied with the object's appearance.

Curve the corners of the cubeCurve the corners of the cubeCurve the corners of the cube

Step 8

In the images below you can see how the edges are effected once the values have been changed.

Use the reference image of the Smartwatch in the Front View to help whilst you adjust the corners. 

Use reference imageUse reference imageUse reference image

Step 9

Click on the small black arrow in the bottom right corner of the Bend Tool in the top menu bar. Select Bevel from the list. This creates a Bevel tool in the list of objects on the right of the screen.

Choose Bevel button from top menuChoose Bevel button from top menuChoose Bevel button from top menu

Step 10

Select the Bevel tool and drag it into the Cube object. This will apply the bevel features to the cube.

Bevel in listed viewBevel in listed viewBevel in listed view

Step 11

Ensuring that the Bevel tool is selected in the object list, use the adjustments window to change the way that the bevel works. 

For this tutorial, the following are used:

  • Use Angle: Tick
  • Angle Threshold: 68 Degrees
  • Bevel Mode: Chamfer
  • Offset Mode: Radial
  • Offset: 20cm
  • Subdivision: 6

Feel free to adjust the sliders and values until you are satisfied with the object's appearance.

Adjust the Bevel object settingsAdjust the Bevel object settingsAdjust the Bevel object settings

Step 12

In the images below you can see how the cube is changed once the values have been changed. This makes the object appear smoother, which correctly matches the appearance of the Smartwatch which is being modelled.

Curved edgesCurved edgesCurved edges

Step 13

For a more stylised and graphical approach, reduce the Bevel Subdivisions to a value of 1.

Simplified edgesSimplified edgesSimplified edges

Step 14

This gives the Smartwatch a sharper bevel for a more stylised look. However, if you're going for a more realistic look with a smoother bevel, increase the number of Bevel Subdivisions instead.

Low Poly watch faceLow Poly watch faceLow Poly watch face

3. How to Create the Smartwatch Screen

Step 1

To start modelling the screen of the Smartwatch, duplicate the current object from the list view. Do this by holding CTRL on the keyboard to click and drag a duplicate object.

Duplicate the watch faceDuplicate the watch faceDuplicate the watch face

Step 2

Remove the Bevel Modifier from the duplicate object.

Remove Bevel Remove Bevel Remove Bevel

Step 3

Use the Scale Tool to adjust the thickness of the new object.

Ensure that you use the other views (front, left, right, perspective etc) to check that the shape looks correct from every angle.

Scale watch faceScale watch faceScale watch face

Step 4

Once the shape and size of the cube has been adjusted correctly, use the Move Tool to move the screen into position.

Move object into positionMove object into positionMove object into position

4. How to Create the Smartwatch Buttons

Step 1

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This will spawn a Cylinder in the scene.

Select Cylinder from top menuSelect Cylinder from top menuSelect Cylinder from top menu

Step 2

Adjust the properties of the Cylinder so that it is facing the correct way, has the correct size and has the desired thickness for the button. 

Use the Move Tool to move the button into the correct place using the background image as the reference. 

The settings for the Cylinder are as follows:

  • Radius: 25cm
  • Height: 25cm
  • Height Segments: 1
  • Rotation Segments: 36
  • Orientation: -X
Place buttonPlace buttonPlace button

Step 3

Ensure that the cylinder is selected and click on the Make Editable Button. 

Choose Make Editable ButtonChoose Make Editable ButtonChoose Make Editable Button

Step 4

Duplicate the cylinder. This acts as the second button.

Duplicate buttonDuplicate buttonDuplicate button

Step 5

Now that the object is editable, edit the points. Ensure the second cylinder object is selected and click on Points Button. 

Click on the Rectangle Selection Tool to select the points to edit. Select the points to then move them using the Move Tool.

Select Points ToolSelect Points ToolSelect Points Tool

Step 6

Use the Rectangle Selection Tool to select half of the cylinder. Then use the Move Tool to move the points down.

Adjust pointsAdjust pointsAdjust points

Step 7

To move the two buttons into position, when moving a whole object, select and use the Model button. If this is not selected, you may find that you'll be moving the points, edges or faces instead.

Select Model buttonSelect Model buttonSelect Model button

Step 8

Use the Move Tool to move the two buttons into position.

Move new button into positionMove new button into positionMove new button into position

Step 9

Ensure that you use the other camera views to ensure that the button placement is correct and moved to the right area.

Check all viewsCheck all viewsCheck all views

5. How to Create the Watch Strap

Step 1

To start modelling the wrist strap of the Smartwatch, select the Cube object from the top menu bar. 

This spawns a cube in the viewport.

Choose Cube object from menuChoose Cube object from menuChoose Cube object from menu

Step 2

Adjust the properties of the cube so that it resembles the appearance of a wrist strap. This is usually represented as a very long rectangular shape. 

The settings for the strap are as follows:

  • Size X: 230 cm
  • Size Y: 1000 cm
  • Size Z: 45 cm
Adjust cube to make strap shapeAdjust cube to make strap shapeAdjust cube to make strap shape

Step 3

In order for the shape to bend correctly, width segments must be added to the object. For a smoother bend more segments should be added (Y).

Add segments to watch strapAdd segments to watch strapAdd segments to watch strap

6. How to use the Bend Deformer 

Step 1

In order to create a suitable bend to the wrist strap you will need to use the Bend Deformer. Select the Bend button from the top menu bar. 

This spawns a bend deformer object in the list view.

Select Bender deformer from menuSelect Bender deformer from menuSelect Bender deformer from menu

Step 2

In the list view move the Bend Deformer into the watch strap object. This means that the deformer will affect and influence the watch strap object only.

Move bend deformer in list menuMove bend deformer in list menuMove bend deformer in list menu

Step 3

With the Bend Deformer selected make sure that Fit to Parent has been ticked. The ensures that the deformer affects the whole watch strap.

Click fit to ParentClick fit to ParentClick fit to Parent

Step 4

With the Bend Deformer still selected, go to the parameters box and play around with the Strength

In this tutorial I used the following settings:

  • Strength: 180
  • Angle: 90
Adjust Bend Derformer parametersAdjust Bend Derformer parametersAdjust Bend Derformer parameters

Step 5

In the list view, select the watch strap object again and use the Rotate and Move tools to move it to the correct position on the smart watch.

Move and rotate strap into placeMove and rotate strap into placeMove and rotate strap into place

7. How to Complete the Watch Strap

Step 1

In order to edit the watch strap further click the Make Editable button on the top left corner of the screen.

Select Make Editable buttonSelect Make Editable buttonSelect Make Editable button

Step 2

Choose the Polygon Tool and use the Move Tool to extend the tip of the watch strap. 

You'll also notice that by going into an edit mode like this disables the Bend Deformer temporarily. 

Use Polygon ToolUse Polygon ToolUse Polygon Tool

Step 3

Once you return to Model Mode by clicking on the model button, the strap appears as normal with the extended geometry.

Return to Model ModeReturn to Model ModeReturn to Model Mode

Step 4

Choose the Edge Tool from the left menu.

Choose Edge ToolChoose Edge ToolChoose Edge Tool

Step 5

Use the Edge Tool and the Selection Tool to select the edges of the extended strap.

Select watch strap edgesSelect watch strap edgesSelect watch strap edges

Step 6

With the edges still selected, use the Bevel Tool to curve the edges.

Select the Bevel ToolSelect the Bevel ToolSelect the Bevel Tool

Step 7

In the edit window, change the settings to the following:

  • Bevel Mode: Chamfer 
  • Offset Mode: Fixed Distance
  • Offset: 72 cm
  • Subdivision: 30
  • Depth: 100%
Bevel the corners of the watch strapBevel the corners of the watch strapBevel the corners of the watch strap

Step 8

Return to Model Mode to see how the watch strap looks and finalise any further adjustments you'd like to make. 

Once you're happy with the way it looks, duplicate the watch strap. Do this by holding CTRL on the keyboard to click and drag a duplicate object.

Rotate the duplicate strap by 180 degrees and place it on the bottom of the watch.

Duplicate watch strapDuplicate watch strapDuplicate watch strap

Coming Next...

Final smart watch 3D modelFinal smart watch 3D modelFinal smart watch 3D model

In the second part of the tutorial series, I'll show you:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Smartwatch


How to Create a Smartwatch in Cinema 4D: Part 2

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Smartwatch model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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 the first part of the two-part tutorial, I showed you how to:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Smartwatch

In this, the second part of the the tutorial series, I'll show you how to:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Smartwatch

8. How to Create a New Material

Step 1

Located near the bottom of the screen there should be a material selection window. Click on Create > New Material to create a new material to use that you can edit. 

Materials are used to colour in the various objects and parts of the Smartwatch.

Create a new materialCreate a new materialCreate a new material

Step 2

Double click on the new material icon (displayed as a sphere). This brings up the Material Editor, where you adjust the various properties of the material such as the colour, transparency and reflectance. 

For this particular style you'll only be interested in flat colour (Luminance).

Choose LuminanceChoose LuminanceChoose Luminance

Step 3

Tick the button for Luminance and untick the boxes for Colour and Reflectance. This will give us the cel shaded look for our final image of the Smartwatch.

Unticl Color and ReflectanceUnticl Color and ReflectanceUnticl Color and Reflectance

Step 4

Colour the Smartwatch, starting with the body, by adding the material to the object. Simply drag and drop the material to the object using the mouse. Drag and drop the material onto the object listed on the right of the screen. 

This process is repeated for the other parts of the Smartwatch. The base colour of the Smartwatch is as follows:

  • R: 201
  • G: 197
  • B: 198
Adjust the colorAdjust the colorAdjust the color

Step 5

Apply this material colour to the Smartwatch buttons as well

Add the material to the buttonsAdd the material to the buttonsAdd the material to the buttons

9. How to Adjust the Material Properties

Step 1

In the Material Editor, click on the arrow button next to Texture and select Sketch and Toon > Cel from the menu.

Choose Sketch and ToonChoose Sketch and ToonChoose Sketch and Toon

Step 2

Click on the new Cel button that appears next to Texture to bring up a new menu.

Click on the Cel buttonClick on the Cel buttonClick on the Cel button

Step 3

In the new menu, adjust the settings as follows:

  1. Change the Diffuse to match the image at below. It should be grey scale with the colour getting light from left to right.
  2. Untick Camera.
  3. Tick Lights.
  4. Tick Shadows 
  5. Select Multiply from the drop down menu.
Select MultiplySelect MultiplySelect Multiply

Step 4

Select a colour by double-clicking on the colour option box . 

The Material Editor gives you many different options for choosing and picking the colour. These include RGB, HSV etc. Choose whichever option you're most familiar with as a flat colour. Because of the Multiply shading mode, the different colour shades also appears in the material.

If the material has already been applied to the model, the colour of the model is automatically adjusted to the new material colour. This is useful if you change your mind on a certain colour or a certain part of the Smartwatch model.

Use the Color PickerUse the Color PickerUse the Color Picker

Step 5

Because you've already applied the material to the model, the colour of the Smartwatch is automatically adjusted to the new material colour.

Adjusted material shown on watchAdjusted material shown on watchAdjusted material shown on watch

10. How to Adjust the Shading

Step 1

To get a  better idea of the shading and how our render will turn out as you work on it, click and hold on the Render Button and select Interactive Render Region from the menu. 

Choose Interactive Render RegionChoose Interactive Render RegionChoose Interactive Render Region

Step 2

Use the mouse to adjust the window so that it fits around the Smartwatch model. Look for the very small arrow on the right hand side of the window and use the mouse to drag it to the top right corner of the box (this increases the resolution). 

Decrease the resolution by moving the arrow down if you find that the performance is decreasing.

Increase the ResolutionIncrease the ResolutionIncrease the Resolution


Step 3

To change the way the light source is facing go to Options > Default Light.

Add a light object to the scene if you are more comfortable working that way. 

Change light source directionChange light source directionChange light source direction

Step 4

Change the light source in the Default Light window. Click where you'd like the light source to come from on the sphere and it'll sync with the view port. Experiment with different lighting positions to come up with a lighting situation that you like. 

This is adjusted at anytime so you can change the lighting again if you changed your mind.

Click on the Default LightClick on the Default LightClick on the Default Light

11. Other Lighting Solutions

Step 1

To set up the basic lighting, go to the Floor button located in the top menu bar. Left Click-Hold and then select Physical Sky from the menu.

Choose Physical SkyChoose Physical SkyChoose Physical Sky

Step 2

Ensure that Physical Sky is selected in the menu on the right, a new menu appears on the bottom right of the screen. Select the Time and Location tab and choose a time using the left and right arrow keys. 

This changes the lighting of the scene (according to the time of the day). Choose a suitable time to light up the scene. You'll see how the lighting affects the scene in the viewport.

Choose Time and LocationChoose Time and LocationChoose Time and Location

Step 3

To add a light to the scene, select the Add Light button in the top menu bar at the top of the screen.

This will create a Light Object which you can move around the scene. Move the light object using the Move Tool to a suitable position.

Select Light ObjectSelect Light ObjectSelect Light Object

Step 4

To customise the lighting further, experiment with the light object options in the bottom right of the screen. Here you can adjust the Intensity, Light Type and even Colour.

Adjust the Light ObjectAdjust the Light ObjectAdjust the Light Object

12. How to Colour the Smartwatch Screen

Step 1

To create a new material we can duplicate the material by holding CTRL on the keyboard and then using the mouse to click and drag the material to the side.

Duplicate the MaterialDuplicate the MaterialDuplicate the Material

Step 2

Double click on the new material to open up the Material Editor and select Luminance. From there change the colour to the following:

  • R: 56
  • G: 47
  • B: 66
Change the color of the LuminanceChange the color of the LuminanceChange the color of the Luminance

Step 3

Apply the new material to the screen by clicking and dragging it directly onto the object.

Color the Smartwatch screenColor the Smartwatch screenColor the Smartwatch screen

13. How to Colour the Smartwatch Wrist Strap

Step 1

Create a new material. Duplicate a previous material in order to keep the settings from before.

Double click on the new material to open up the Material Editor and select Luminance. From there change the colour to the following:

  • R: 70
  • G: 69
  • B: 65
Choose a new color for the wrist strapChoose a new color for the wrist strapChoose a new color for the wrist strap

Step 2

Apply the new material to both of the wrist straps by either clicking on the material and dragging it to the objects via the viewport or via the object list window.

Add material to the wrist strapAdd material to the wrist strapAdd material to the wrist strap

14. How to Render the Smartwatch

Step 1

On the top menu bar, click on the Render Settings button. This brings up the render settings window.

Click on Render SettingsClick on Render SettingsClick on Render Settings

Step 2

In the Render Settings menu, change the options to what you need. First you will need to tick the Save Settings to select a file location, file format and alpha channel.

Select Alpha Channel if you wish to keep the background see through. This is useful if you wish to add a background to the image in Adobe Photoshop.

Enter Save SettingsEnter Save SettingsEnter Save Settings

Step 3

In the Output Settings choose the resolution, height and width of the image. 

Enter Output SettingsEnter Output SettingsEnter Output Settings

Step 4

To ensure that the Smartwatch render is nice and sharp, go to the Anti-Aliasing settings. Select Cubic (Still Image) which can be found under Filter

Choose Cubic Still ImageChoose Cubic Still ImageChoose Cubic Still Image

Step 5

To create the final image of the Smartwatch, click on the Render button. Remember to make sure that you've selected the right view in your viewport (front, right, left or perspective etc.) and that you're happy with the camera angle. 

Choose a suitable angle in the viewport by navigating around the scene.

Click on the Render buttonClick on the Render buttonClick on the Render button

Step 6

For more control over how the final render looks, create a camera object to help. Find a suitable view using the viewport first and then click on the camera button. 

This creates a camera using the current view in the viewport. Check out the camera settings to see how they will affect the final render.

Click on the Camera buttonClick on the Camera buttonClick on the Camera button

The End Result

Wait for the final render to finish. Once the render is complete, repeat the steps above and change the camera or the view port to create a new image from a different angle. 

Throughout the course of the project you've learnt how to:

  • Import Reference Images
  • Prepare for Modelling
  • Model an Smartwatch
  • Create Coloured Materials
  • Add Lighting to the Scene
  • Render the Smartwatch

Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.

Final Smartwatch renderFinal Smartwatch renderFinal Smartwatch render

How to Create a Switch in Cinema 4D: Part 1

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this step-by-step tutorial to create a 3D Nintendo Switch model that you can use in video games or graphic design and illustration projects whilst learning Cinema 4D quickly. 

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:

  • how to import reference images
  • how to prepare for modelling
  • how to model the Switch

1. How to Import Reference Images

Step 1

To use the reference image in this tutorial, you will need to switch your viewport to the Front View

Use the middle mouse button to click anywhere on the viewport. This will display all four views—by default this will be perspective, top, right, and front. From there, use the middle mouse button to select the Front View.

Cinema 4D 4 viewsCinema 4D 4 viewsCinema 4D 4 views
Cinema 4D 4 views

Step 2

In the Attributes tab, select Mode > View Settings.

Select View SettingsSelect View SettingsSelect View Settings
Select View Settings

Step 3

In Viewport [Right], select the Back button and click on the button next to Image. 

Select the Back buttonSelect the Back buttonSelect the Back button
Select the Back button

Step 4

Select the reference image from the finder and open it. In this tutorial I'll use the front view of a Nintendo Switch to help me.

Imported Nintendo Switch image in Cinema 4DImported Nintendo Switch image in Cinema 4DImported Nintendo Switch image in Cinema 4D
Imported Nintendo Switch image in Cinema 4D

Step 5

Once the image is displayed in the background of the viewport, you can change the transparency of the image to your liking. This sometimes makes it easier to model from the reference image.

You can also change the position and size of your reference image from here using Offset X, Offset Y, Size X, and Size Y.

Note that the reference image will only appear when selecting the front view from the viewport.

Adjust the transparency settingsAdjust the transparency settingsAdjust the transparency settings
Adjust the transparency settings

2. How to Create the Base Model

Step 1

To start modelling the main body of the Nintendo Switch, select the Cube object from the top menu bar. This will spawn a cube in the viewport.

Select the Cube objectSelect the Cube objectSelect the Cube object
Select the Cube object

Step 2

Use the reference image of the Nintendo Switch in the Front View to help adjust the cube.

Use the Scale Tool to make the shape of the cube match up with the shape of the Nintendo Switch in the image.

Ensure that you use the other views—front, left, right, perspective, etc.—to check that the shape looks correct from every angle.

Adjust the cube object to fit the reference imageAdjust the cube object to fit the reference imageAdjust the cube object to fit the reference image
Adjust the cube object to fit the reference image

Step 3

The shape of the cube should roughly fit the shape of the Nintendo Switch background image at this stage. 

Select the Move Tool. To duplicate this shape, you'll need to hold the Control button on the keyboard and then click and drag one of the arrows using the mouse. In this case, I've used the red arrow to drag the new object along the x-axis.

Duplicate objectDuplicate objectDuplicate object
Duplicate object

Step 4

Use the Scale Tool to adjust the shape of the cube to match up with the shape of the blue Joy-Con in the reference image.

Scale the cube objectScale the cube objectScale the cube object
Scale the cube object

Step 5

Use the Perspective View to move around the objects and make sure that the base objects all have the correct overall thickness. In the example below, the objects are too thick, so the Scale Tool is used to reduce the thickness (click and drag along the z-axis).

Scale the width of the cube objectsScale the width of the cube objectsScale the width of the cube objects
Scale the width of the cube objects

3. How to Curve the Joy-Con Corners

Step 1

Ensure you have the object selected, and then click on the Make Editable button to make the object editable. Select the Edge Selection button.

Select the Make Editable and Edge Selection buttonsSelect the Make Editable and Edge Selection buttonsSelect the Make Editable and Edge Selection buttons
Select the Make Editable and Edge Selection buttons

Step 2

Select the two left corners of the Joy-Con using the selection tool. The selected edges will be highlighted in orange.

Select edgesSelect edgesSelect edges
Select edges

Step 3

Once the edges have been selected, use the mouse to right-click on the selected edges. In the menu that appears, find Bevel and select it.

Select BevelSelect BevelSelect Bevel
Select Bevel

Step 4

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Fixed Distance
  • Offset: 50 cm
  • Subdivision: 20
  • Depth: 100%

Feel free to adjust the sliders and values until you are satisfied with the object's appearance. You can also use the Front View and adjust the corners to fit the reference image.

Curve the cornersCurve the cornersCurve the corners
Curve the corners

Step 5

To make visualising the Joy-Con in the viewport easier, switch off the screen object by clicking on the small, round, grey button (until it turns red). This is located to the right of the screen object in the object manager list view.

Click on the button until it turns green (or grey) to make the object reappear again.

Select the red buttonSelect the red buttonSelect the red button
Select the red button

Step 6

With the screen object hidden from view, it makes navigating around the Joy-Con a lot easier. Use the reference image in the front view to check the shape of the object.

Curve the cornersCurve the cornersCurve the corners
Curve the corners

Step 7

Select the final two corners of the Joy-Con using the Edge Selection tool.

Select the edgesSelect the edgesSelect the edges
Select the edges

Step 8

Once the edges have been selected, use the mouse to right-click on the selected edges. In the menu that appears, find Bevel and select it. Use the Bevel tool to curve the two remaining corners of the Joy-Con.

  • Bevel Mode: Chamfer
  • Offset Mode: Fixed Distance
  • Offset: 10 cm
  • Subdivision: 10
  • Depth: 100%
Curve the cornersCurve the cornersCurve the corners
Curve the corners

4. How to Curve the Screen

Step 1

Select the screen object and click on the Make Editable button followed by the Edge Selection button. 

Ensure that the screen object is no longer hidden by clicking on the small, round button in the object manager list view. 

Select the Make Editable and Edge Selection buttonsSelect the Make Editable and Edge Selection buttonsSelect the Make Editable and Edge Selection buttons
Select the Make Editable and Edge Selection buttons

Step 2

To make visualising the screen object in the viewport easier, switch off the Joy-Con object by clicking on the small, round, grey button (until it turns red). 

This is located to the right of the Joy-Con object in the object manager list view.

Click on the red buttonClick on the red buttonClick on the red button
Switch off the Joy-Con object

Step 3

Once you click on the small, round, grey button, the Joy-Con object should disappear from the viewport. 

Click on the button until it turns green (or grey) to make the object reappear again.

Front view adjustmentsFront view adjustmentsFront view adjustments
Front view adjustments

Step 4

Use the Edge Selection tool to select all four corners of the screen object.

Select the edgesSelect the edgesSelect the edges
Select the edges

Step 5

Once the edges have been selected, use the mouse to right-click on the selected edges. In the menu that appears, find Bevel and select it.

Select BevelSelect BevelSelect Bevel
Select Bevel

Step 6

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Fixed Distance
  • Offset: 15 cm
  • Subdivision: 10
  • Depth: 100%

Feel free to adjust the sliders and values until you are satisfied with the object's appearance. 

You can also use the Front View and adjust the corners to fit the reference image.

Curve the cornersCurve the cornersCurve the corners
Curve the corners

5. How to Use the Boole Tool

Step 1

To create the top corners of the screen, use the Boole Tool. To get started with this, select the Cylinder object from the top menu bar. This will spawn a cylinder in the viewport.

Select the Cylinder object buttonSelect the Cylinder object buttonSelect the Cylinder object button
Select the Cylinder object button

Step 2

Use the Rotate Tool to rotate the cylinder 90 degrees on the z-axis.

Rotate the cylinder objectRotate the cylinder objectRotate the cylinder object
Rotate the cylinder object

Step 3

Use the Scale Tool to make the cylinder thinner.

Scale the Cylinder objectScale the Cylinder objectScale the Cylinder object
Scale the Cylinder object

Step 4

In the front view, duplicate the cylinder and use the reference image to position the cylinders in the top corners of the screen object.

Place the cylinder objectsPlace the cylinder objectsPlace the cylinder objects
Place the cylinder objects

Step 5

Both cylinder objects should completely cover the corners of the screen. Use the perspective view to move the cylinders into position.

Move the cylinder objectsMove the cylinder objectsMove the cylinder objects
Move the cylinder objects

Step 6

Once the cylinder objects are in position, select the Boole Tool from the top menu bar. 

Select the Boole ToolSelect the Boole ToolSelect the Boole Tool
Select the Boole Tool

Step 7

In the object manager list view, select both cylinder objects and group them (Alt-G). This will create a 'Null' group containing the selected objects.

Group objects togetherGroup objects togetherGroup objects together
Group objects together

Step 8

Move both the screen object and the Null object inside the Boole Tool. Make sure that the screen is positioned above the Null group.

Place objects inside the BoolePlace objects inside the BoolePlace objects inside the Boole
Place objects inside the Boole

Step 9

Once the objects have been placed within the Boole Tool, the cylinder object will be subtracted from the screen object. 

Create a cutout shape using BooleCreate a cutout shape using BooleCreate a cutout shape using Boole
Create a cutout shape using Boole

6. How to Create the Screen

Step 1

To duplicate the screen object, select it from the object list (found within the Boole Tool). Press the Control button on the keyboard and click and drag the object you want to duplicate. 

Make sure that the new screen object is outside the Boole Tool.

Duplicate the screenDuplicate the screenDuplicate the screen
Duplicate the screen

Step 2

Use the Scale Tool to make the new screen object smaller.

Scale the screenScale the screenScale the screen
Scale the screen

Step 3

In the front view, you can use the reference image to help adjust the size of the screen.

Check the front viewCheck the front viewCheck the front view
Check the front view

Step 4

Once you are satisfied with the size of the screen, use the Move Tool to move the object inside and just above the surface of the original screen object.

You can also use the Scale Tool to reduce the thickness of the shape so that it becomes thinner.

Scale the screenScale the screenScale the screen
Scale the screen

7. How to Create the Joy-Con Details

Step 1

Isolate the Joy-Con object to make working in the viewport easier. One way you can do this is by clicking on the small, grey button next to the objects you wish to hide (as shown previously).

Joy-Con shapeJoy-Con shapeJoy-Con shape
Joy-Con shape

Step 2

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This will spawn a cylinder in the scene.

Select the Cylinder object buttonSelect the Cylinder object buttonSelect the Cylinder object button
Select the Cylinder object button

Step 3

Rotate the new cylinder object on the x-axis using the Rotation Tool.

Rotate the Cylinder objectRotate the Cylinder objectRotate the Cylinder object
Rotate the Cylinder object

Step 4

Use the right view in the viewport to check the size of the cylinder. Then use the Scale Tool to reduce the size of the object so that it can easily fit within the width of the Joy-Con.

Scale the Cylinder objectScale the Cylinder objectScale the Cylinder object
Scale the Cylinder object

Step 5

You can also use the object properties to adjust the size of the cylinder and the number of segments it has.

  • Radius: 14 cm
  • Height: 200 cm
  • Height Segments: 1
  • Rotation Segments: 36
  • Orientation: +x
Adjust the object propertiesAdjust the object propertiesAdjust the object properties
Adjust the object properties

Step 6

With the new cylinder object selected, click on the Make Editable button.

Select the Make Editable buttonSelect the Make Editable buttonSelect the Make Editable button
Select the Make Editable button

Step 7

Use the Move Tool and combine it with the Points Selection Tool.

Select the Move Tool and the Points Selection ToolSelect the Move Tool and the Points Selection ToolSelect the Move Tool and the Points Selection Tool
Select the Move Tool and the Points Selection Tool

Step 8

In the options window, make sure that the box for 'Only Select Visible Elements' is not selected. This will ensure that you will select all the necessary points.

Untick Only Select Visible Elements buttonUntick Only Select Visible Elements buttonUntick Only Select Visible Elements button
Untick Only Select Visible Elements button

Step 9

Select the bottom half of the cylinder object.

Select half the CylinderSelect half the CylinderSelect half the Cylinder
Select half the Cylinder

Step 10

Use the Move Tool to move the selected points down, making the object longer.

Adjust object shapeAdjust object shapeAdjust object shape
Adjust object shape

Step 11

Use the Selection Tool to select the curved corners on the right of the cylinder shape.

Select cornersSelect cornersSelect corners
Select corners

Step 12

Use the Move Tool to move the selected points a little bit to the right to make the object slightly wider.

Adjust object shapeAdjust object shapeAdjust object shape
Adjust object shape

Step 13

Click on the Model Mode button on the left of the screen and move the shape to the center of the Joy-Con.

Move object into positionMove object into positionMove object into position
Move object into position

Step 14

In the perspective view, use the Move Tool and the Scale Tool to adjust the shape so that it appears slightly above the side surface of the Joy-Con.

Move object into positionMove object into positionMove object into position
Move object into position

Step 15

Create three more cylinder objects and move them into position using the Scale Tool and the Move Tool.

Create three additional cylindersCreate three additional cylindersCreate three additional cylinders
Create three additional cylinders

Step 16

Adjust the bottom cylinder using the Points Tool and the Selection Tool. Select the top half of cylinder and move the points up slightly.

Select the pointsSelect the pointsSelect the points
Select the points

Step 17

Return to Model Mode and adjust the shapes so that they resemble the image below.

Adjust the shapeAdjust the shapeAdjust the shape
Adjust the shape

Step 18

Use the perspective view to move the cylinder objects into position using the Move Tool. The cylinders should be placed within and just above the surface of the Joy-Con.

Move objects into positionMove objects into positionMove objects into position
Move objects into position

8. How to Duplicate the Joy-Con

Step 1

Select all the objects related to the Joy-Con and group them (Alt-G). This will create a new 'Null Group'.

Group objects togetherGroup objects togetherGroup objects together
Group objects together

Step 2

Select the Null group containing the Joy-Con and duplicate it (hold the Control button on the keyboard and use the Move Tool).

Duplicate grouped objectsDuplicate grouped objectsDuplicate grouped objects
Duplicate grouped objects

Step 3

Rotate the new Joy-Con object 180 degrees using the Rotation Tool.

Rotate Joy-ConRotate Joy-ConRotate Joy-Con
Rotate Joy-Con

Step 4

In the front view, use the reference image to move the new Joy-Con into position (above the red Joy-Con).

Place Joy-Con in the right positionPlace Joy-Con in the right positionPlace Joy-Con in the right position
Place Joy-Con in the right position

9. How to Create the Buttons

Step 1

Select the Cylinder from the top menu.

Create a Cylinder objectCreate a Cylinder objectCreate a Cylinder object
Create a Cylinder object

Step 2

This will spawn a new cylinder object in the viewport. Use the Scale Tool to reduce the size of the cylinder so that it is the same size as the buttons shown in the reference image.

Scale the cylinder object downScale the cylinder object downScale the cylinder object down
Scale the cylinder object down

Step 3

Use the reference image to move the cylinder object into position. Then duplicate the cylinder object to create the other three buttons.

Create buttonsCreate buttonsCreate buttons
Create buttons

Step 4

Use the perspective view to move the buttons into position. The cylinders should be placed within and just above the surface of the Joy-Con.

Place the buttonsPlace the buttonsPlace the buttons
Place the buttons

Step 5

Group the buttons together (Alt-G) and duplicate the new Null object. Use the front view and use the reference image to move the new buttons into a new position above the red Joy-Con.

Duplicate the buttonsDuplicate the buttonsDuplicate the buttons
Duplicate the buttons

Step 6

Duplicate one of the cylinder buttons and place it into the Home Button position for the red Joy-Con. Once all the buttons have been placed correctly, unhide the red Joy-Con.

Unhide objectsUnhide objectsUnhide objects
Unhide objects

10. How to Create the Joystick

Step 1

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This spawns a cylinder in the scene.

Select the cylinder objectSelect the cylinder objectSelect the cylinder object
Select the cylinder object

Step 2

Use the Scale Tool to reduce the size of the cylinder so that it matches the size of the joystick.

Scale the cylinder objectScale the cylinder objectScale the cylinder object
Scale the cylinder object

Step 3

Use the Move Tool to move the cylinder into position (use the background reference image in the front view to help with this).

Move object into positionMove object into positionMove object into position
Move object into position

Step 4

In the perspective view, use the Scale Tool to reduce the thickness of the cylinder object (click and drag along the z-axis).

Scale the cylinder objectScale the cylinder objectScale the cylinder object
Scale the cylinder object

Step 5

Duplicate the cylinder object and use the Scale Tool to reduce the size. 

Scale the cylinder objectScale the cylinder objectScale the cylinder object
Scale the cylinder object

Step 6

Once you are happy with the reduced size of the cylinder, use the Scale Tool to increase the length of the cylinder on the z-axis.

Increase height of the cylinderIncrease height of the cylinderIncrease height of the cylinder
Increase height of the cylinder

Step 7

Move both cylinder objects into position above the surface of the Joy-Con. Once the joystick is in position, select the top cylinder and duplicate it.

Duplicate cylinderDuplicate cylinderDuplicate cylinder
Duplicate cylinder

Step 8

Move the new cylinder object into position just above the surface of the Joy-Con. This will act as the base of the joystick.

Move object into positionMove object into positionMove object into position
Move object into position

Step 9

Duplicate one of the cylinders again and use the Scale Tool to reduce its size. Place the smaller cylinder just above the top of the joystick.

Move object into positionMove object into positionMove object into position
Move object into position

Step 10

Use the Boolean Tool to create a cutaway using the two top cylinder objects. Ensure the smaller cylinder is placed below the larger cylinder when viewed in the object manager list view.

Use Boole ToolUse Boole ToolUse Boole Tool
Use Boole Tool

11. How to Create Extra Joy-Con Buttons

Step 1

In the top menu bar, select the Cube to spawn a cube into the scene.

Create a cube objectCreate a cube objectCreate a cube object
Create a cube object

Step 2

Use the Scale Tool to adjust the cube to the same size as the Capture Button (use the reference image in the front view to help with this). 

Then use the Move Tool to move the cube into position.

Move object into positionMove object into positionMove object into position
Move object into position

Step 3

Curve the corners of the cube using the Bevel Tool. 

Curve the cornersCurve the cornersCurve the corners
Curve the corners

Step 4

Use the Move Tool to place the cube object just above the surface of the Joy-Con.

Move object into positionMove object into positionMove object into position
Move object into position

Step 5

Create a new cube object and curve the corners using the Bevel Tool. Click and drag using the mouse to adjust the size of the curve so that it almost resembles a circle.

Select the corners and curve themSelect the corners and curve themSelect the corners and curve them
Select the corners and curve them

Step 6

Use the Selection Tool to select half of the object and move it to the left to create the '- button'.

Select half of the object and adjustSelect half of the object and adjustSelect half of the object and adjust
Select half of the object and adjust

Step 7

In the perspective view, use the Move Tool to move the '- button' into position just above the surface of the Joy-Con.

Move object into positionMove object into positionMove object into position
Move object into position

Step 8

With all the buttons and the joystick in place, the Joy-Con should resemble the image shown below.

The Nintendo Joy-Con in 3DThe Nintendo Joy-Con in 3DThe Nintendo Joy-Con in 3D
The Nintendo Joy-Con in 3D

12. How to Duplicate the Joystick

Step 1

Group the objects that make up the joystick by selecting them and pressing Alt-G on the keyboard. This will create a new 'Null Object'.

Then duplicate the new 'Null Object' by holding the Control button on the keyboard and dragging with the mouse using the Move Tool.

Duplicate joystick groupDuplicate joystick groupDuplicate joystick group
Duplicate joystick group

Step 2

Move the new joystick into position using the reference image in the front view.

Move object into positionMove object into positionMove object into position
Move object into position

13. How to Create the Plus Button

Step 1

Duplicate the '- button' and move it into position.

Move object into positionMove object into positionMove object into position
Move object into position

Step 2

Duplicate the button and use the Rotate Tool and the Move Tool to create a cross shape for the '+ button'.

Create the cross buttonCreate the cross buttonCreate the cross button
Create the cross button

Step 3

Unhide the screen object. With all the buttons and both joysticks in place, the Nintendo Switch should finally be taking shape. 

Create a poseCreate a poseCreate a pose
Create a pose

14. How to Create the Bottom Screen Details

Step 1

Duplicate the objects on the side of the Joy-Con and rotate it on the z-axis by 90 degrees.

Adjust the detailsAdjust the detailsAdjust the details
Adjust the details

Step 2

Move the group of objects to the bottom of the screen just above the surface. Once the 'Null Object' is in position, duplicate the group.

Add Nintendo Switch detailsAdd Nintendo Switch detailsAdd Nintendo Switch details
Add Nintendo Switch details

Step 3

Select the new group and rotate it 180 degrees. 

Rotate the objectsRotate the objectsRotate the objects
Rotate the objects

Step 4

Group both objects together and position them in the centre of the screen.

Final Nintendo Switch model in 3DFinal Nintendo Switch model in 3DFinal Nintendo Switch model in 3D
Final Nintendo Switch model in 3D

15. How to Pose the Nintendo Switch

Step 1

Select all the objects associated with each Joy-Con and create separate groups for them: one group for the left Joy-Con and one group for the right Joy-Con.

Use the Move Tool to move each Joy-Con away from the screen slightly, as shown in the image below.

Spread the Joy-ConsSpread the Joy-ConsSpread the Joy-Cons
Spread the Joy-Cons

Step 2

Move the right Joy-Con up the y-axis slightly to create an interesting composition. Try out different positions by using the move tool and moving the camera around. 

Post the Nintendo SwitchPost the Nintendo SwitchPost the Nintendo Switch
Pose the Nintendo Switch

Coming Next...

In the second part of the tutorial series, I'll show you how to:

  • create coloured materials
  • colour in the Nintendo Switch model
  • render the Nintendo Switch model

How to Create a Switch in Cinema 4D: Part 2

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Nintendo Switch model to use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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 the first part (How to Create a Switch in Cinema 4D: Part 1) of the two-part tutorial, I showed you how to:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Switch

In this, the second part of the the tutorial series, I'll show you how to:

  • How to Create Coloured Materials
  • Color in the Nintendo Switch Model
  • Render the Nintendo Switch Model

16. How to Create a New Material

Step 1

Located near the bottom of the screen there is a material selection window. Click on Create > New Material to create a new material to use that you can edit. 

Materials are used to colour in the the Nintendo Switch.

Select New Material from the menuSelect New Material from the menuSelect New Material from the menu
Select New Material from the menu

Step 2

Double-click on the new material icon (displayed as a sphere). This brings up the Material Editor, where you adjust the various properties of the material such as the colour, transparency and reflectance. 

For this particular style you'll only be interested in flat colour (Luminance).

Open the Material EditorOpen the Material EditorOpen the Material Editor
Open the Material Editor

Step 3

Tick the button for Luminance and untick the boxes for Colour and Reflectance. This will give the cel shaded look for the final image. 

Select LuminanceSelect LuminanceSelect Luminance
Select Luminance

Step 4

Colour the body of the Nintendo Switch by adding the material to the object. Drag and drop the material to the object using the mouse. You can also drag and drop the material onto the object listed on the right of the screen. 

Drag new material on to the 3D modelDrag new material on to the 3D modelDrag new material on to the 3D model
Drag new material on to the 3D model

17. How to Adjust the Material Properties

Step 1

In the Material Editor, click on the arrow button next to Texture and select Sketch and Toon > Cel from the menu.

Select Sketch and Toon and Cel from the menuSelect Sketch and Toon and Cel from the menuSelect Sketch and Toon and Cel from the menu
Select Sketch and Toon and Cel from the menu

Step 2

Click on the new Cel button that appears next to Texture to bring up a new menu.

Click on the Cel buttonClick on the Cel buttonClick on the Cel button
Click on the Cel button

Step 3

In this new menu, adjust the settings as follows:

  1. Change the Diffuse to match the image at below. It should be grey scale with the colour getting light from left to right.
  2. Untick Camera.
  3. Tick Lights.
  4. Tick Shadows 
  5. Select Multiply from the drop down menu.
Adjust the settings in the editorAdjust the settings in the editorAdjust the settings in the editor
Adjust the settings in the editor

Step 4

Select a colour by double-clicking on the colour option box . 

The Material Editor gives many different options for choosing and picking colours. These include RGB, HSV and so on. 

Choose whichever option you're most familiar with as a flat colour. Because of the Multiply shading mode, the different colour shades will also appear in the material.

If the material has already been applied to the model, the colour of the model will automatically be adjusted to the new material colour. This is useful if you change your mind on a certain colour or a certain part of the Nintendo Switch model. 

Choose the following colours for this tutorial:

  • R: 84
  • G: 100
  • B: 153
Create a colour for the objectCreate a colour for the objectCreate a colour for the object
Create a colour for the object

Step 5

Because you've already applied the material to the model, the colour of the Switch is automatically adjusted to the new material colour.

Apply the colourApply the colourApply the colour
Apply the colour

18. How to Adjust the Shading

Step 1

To get a  better idea of the shading and how our render will turn out as we work on it, click and hold the Render Button and select Interactive Render Region from the menu. 

Select Interactive Render RegionSelect Interactive Render RegionSelect Interactive Render Region
Select Interactive Render Region

Step 2

Use the mouse to adjust the window so that it fits around the Nintendo Switch model. Look for the very small arrow on the right hand side of the window and use the mouse to drag it to the top right corner of the box (this increases the resolution). 

Decrease the resolution by moving the arrow down if you find that the performance is decreasing.

Adjust the resolutionAdjust the resolutionAdjust the resolution
Adjust the resolution

Step 3

To change the way the light source is facing go to Options > Default Light.

You can also add a light object to the scene if you are more comfortable working that way.  

Select default lightSelect default lightSelect default light
Select default light

Step 4

Change the light source in the Default Light window. Click where you'd like the light source to come from on the sphere and it will sync with the view port. Experiment with different lighting positions to come up with a lighting situation that you like. 

This can be adjusted at anytime so you can change the lighting again if you changed your mind.

Change the lighting directionChange the lighting directionChange the lighting direction
Change the lighting direction

19. Other Lighting Solutions

Step 1

To set up the basic lighting, go to the Floor button located in the top menu bar. Primary-Click-Hold and then select Physical Sky from the menu.

Select Physical SkySelect Physical SkySelect Physical Sky
Select Physical Sky

Step 2

Make sure that Physical Sky is selected in the menu on the right, a new menu appears on the bottom right of the screen. Select the Time and Location tab and choose a time using the left and right arrow keys. 

This changes the lighting of the scene (according to the time of the day). Choose a suitable time to light up the scene. You'll see how the lighting affects the scene in the viewport.

Select a Time Select a Time Select a Time
Select a Time 

Step 3

To add a light to the scene, select the Add Light button in the top menu bar at the top of the screen.

This creates a Light Object which you can move around the scene. Move the light object using the Move Tool to a suitable position.

Select the Add Light ButtonSelect the Add Light ButtonSelect the Add Light Button
Select the Add Light Button

Step 4

To customise the lighting further, experiment with the light object options in the bottom right of the screen. Here you can adjust the Intensity, Light Type and even Colour.

Light Object adjustmentsLight Object adjustmentsLight Object adjustments
Light Object adjustments

20. How to Colour the Switch Screen

Step 1

To create a new material we can duplicate the material by holding CTRL on the keyboard and then using the mouse to click and drag the material to the side.

Duplicate materialDuplicate materialDuplicate material
Duplicate material

Step 2

Double-click on the new material to open up the Material Editor and select Luminance. From there we can change the colour to the following:

  • R: 81
  • G: 223
  • B: 185
Choose a new colourChoose a new colourChoose a new colour
Choose a new colour

Step 3

Apply the new material to the screen by clicking and dragging it directly onto the object.

Apply material to modelApply material to modelApply material to model
Apply material to model

21. How to Colour the Joy-Cons

Step 1

Create a new material. Duplicate a previous material in order to keep the settings from before.

Double-click on the new material to open up the Material Editor and select Luminance. From there we can change the colour to the following:

  • R: 61
  • G: 182
  • B: 255
Create a blue colour for the Joy-ConCreate a blue colour for the Joy-ConCreate a blue colour for the Joy-Con
Create a blue colour for the Joy-Con

Step 2

Duplicate another new material. Double-click on the new material to open up the Material Editor and select Luminance. From there we can change the colour to the following:

  • R: 255
  • G: 121
  • B: 122
Create a red colour for the Joy-ConCreate a red colour for the Joy-ConCreate a red colour for the Joy-Con
Create a red colour for the Joy-Con

Step 3

Apply the materials to the relevant Joy-Con's by dragging and dropping the colours onto the objects in the viewport. 

Use the list of objects in the object manager on the right of the screen. 

Apply new materials to Joy-ConsApply new materials to Joy-ConsApply new materials to Joy-Cons
Apply new materials to Joy-Cons

22. How to Color the Switch Details

Part 1

To color the details of the Nintendo Switch (such as the joystick and the buttons etc.) we are going to use the dark blue material which was the first material created to colour in the screen.

  • R: 84
  • G: 100
  • B: 153
Use the first materialUse the first materialUse the first material
Use the first material

Part 2

Apply the material to the rail of the Joy-Con by dragging and dropping it onto the object.

Apply material to the railApply material to the railApply material to the rail
Apply material to the rail

Part 3

Apply the material to the four buttons of the Joy-Con by dragging and dropping it onto the button objects one at a time.

Apply material to the buttonsApply material to the buttonsApply material to the buttons
Apply material to the buttons

Part 4

Apply the material to the joysick of the Joy-Con by dragging and dropping it onto the objects.

Apply material to the joystickApply material to the joystickApply material to the joystick
Apply material to the joystick

Part 5

Apply the material to the "-" button and the "home" button of the Joy-Con by dragging and dropping it onto the objects.

Apply material to the buttonsApply material to the buttonsApply material to the buttons
Apply material to the buttons

Part 6

For the remaining details, create a new material which should be a slightly darker colour than the first material that was created. 

Choose the following colours for this tutorial:

  • R: 73
  • G: 87
  • B: 133
Create a darker material colourCreate a darker material colourCreate a darker material colour
Create a darker material colour

Part 7

Apply the new material onto the details highlighted in the image below.

Apply material to the detailsApply material to the detailsApply material to the details
Apply material to the details

Part 8

For the last part of the Joy-Con, use the main blue colour and apply it by dragging and dropping it onto the object.

Apply material to the objectApply material to the objectApply material to the object
Apply material to the object

Part 9

Repeat the same steps for the second Joy-Con and replace the blue material with the red material.

Apply the materials to the red Joy-ConApply the materials to the red Joy-ConApply the materials to the red Joy-Con
Apply the materials to the red Joy-Con

Part 10

For the final details of the Nintendo Switch apply the dark blue material as shown in the image below.

Apply material to the Nintendo SwitchApply material to the Nintendo SwitchApply material to the Nintendo Switch
Apply material to the Nintendo Switch

23. How to Render the Nintendo Switch

Part 1

Click on the camera button to return to the camera view. This should be the same composition used in the previous tutorial 'How to Create a Switch in Cinema 4D: Part 1'.

Switch the camera onSwitch the camera onSwitch the camera on

Part 2

On the top menu bar, click on the Render Settings button. This brings up the render settings window.

Click on the Render Settings buttonClick on the Render Settings buttonClick on the Render Settings button
Click on the Render Settings button

Part 3

In the render settings menu, you can change the options to what you need. First, tick the Save Settings to select a file location, file format and alpha channel.

Select Alpha Channel if you wish to keep the background see through.

Save settingsSave settingsSave settings
Save settings

Part 4

In the Output Settings choose the resolution, height and width of the image. 

Output settingsOutput settingsOutput settings
Output settings

Part 5

To ensure that the render is nice and sharp go to the Anti-Aliasing settings. Select Cubic (Still Image) which can be found under Filter. 

Anti-Aliasing settingsAnti-Aliasing settingsAnti-Aliasing settings
Anti-Aliasing settings

Part 6

To create the final image, click on the Render button. Remember to select the right view in the viewport (front, right, left or perspective etc.) and that you're happy with the camera angle. 

Choose a suitable angle in the viewport by navigating around the scene.

Click on the Render buttonClick on the Render buttonClick on the Render button
Click on the Render button

Part 7

To create the final image, click on the Render button. Remember to select the right view in the viewport (front, right, left or perspective etc.) and that you're happy with the camera angle. 

Choose a suitable angle in the viewport by navigating around the scene.

Click on the Camera buttonClick on the Camera buttonClick on the Camera button
Click on the Camera button

The End Result

Wait for the final render to finish. Once the render is complete you can repeat the steps above and change the camera or the view port to create a new image from a different angle. 

Throughout the course of the project you have successfully learnt how to:

  • Import Reference Images
  • Prepare for Modelling
  • Model a Nintendo Switch
  • Create Materials
  • Colour the Model
  • Render the Nintendo Switch

Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.

Final Nintendo Switch renderFinal Nintendo Switch renderFinal Nintendo Switch render
Final Nintendo Switch render

How to Create an Alarm Clock in Cinema 4D: Part 2

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Alarm Clock model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly and easily. 

Some of the skills you'll learn in this tutorial include creating basic 3D modelling, adding lighting to the scene and basic rendering techniques.

In the first part of the two-part tutorial, I showed you how to:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Alarm Clock

In this, the second part of the the tutorial series, I'll show you how to:

  • How to Create Colored Materials
  • How to Add Lighting to the Scene
  • How to Render the Alarm Clock

9. How to Create a New Material

Step 1

Located near the bottom of the screen there should be a material selection window. Click on Create > New Material to create a new material to use that you can edit. 

Materials are used to colour in the various objects and areas of the Alarm Clock. Such as the clock face, the hands and the bells.

Create a new materialCreate a new materialCreate a new material

Step 2

Double click on the new material icon (displayed as a sphere). This brings up the Material Editor, where you adjust the various properties of the material such as the colour, transparency and reflectance. 

For this particular style I'm only be interested in flat colour (Luminance).

Open the material editorOpen the material editorOpen the material editor

Step 3

Tick the button for Luminance and untick the boxes for Color and Reflectance. This gives the cel shaded look for our final image of the Alarm Clock.

Select luminanceSelect luminanceSelect luminance

Step 4

Colour the Alarm Clock by adding the material to your object. Drag and drop the material to the object using the mouse. 

You may drag and drop the material onto the object listed on the right of the screen. 

This process will be repeated for the other parts of the Alarm Clock. The base colour of the Alarm Clock are as follows:

  • R: 248
  • G: 62
  • B: 81
Change the colorChange the colorChange the color

Step 5

Apply this colour to the two bells and the ringer as well.

Apply the color to the bellsApply the color to the bellsApply the color to the bells

10. How to Use Sketch and Toon

Step 1

In the Material Editor, click on the arrow button next to Texture and select Sketch and Toon > Cel from the menu.

Select sketch and toonSelect sketch and toonSelect sketch and toon

Step 2

Click on the new Cel button that appears next to Texture to bring up a new menu.

Click on the cel buttonClick on the cel buttonClick on the cel button

Step 3

In this new menu, adjust the settings as follows:

  1. Change the Diffuse to match the image at below. It should be grey scale with the colour getting light from left to right
  2. Un-tick Camera
  3. Tick Lights
  4. Tick Shadows 
  5. Select Multiply from the drop down menu
Adjust the cel settingsAdjust the cel settingsAdjust the cel settings

Step 4

Select a colour by double-clicking on the Color option box . 

The Material Editor gives many different options for choosing and picking a colour. These include RGB, HSV etc. 

Choose whichever option you're most familiar with as a flat colour. Because of the Multiply shading mode, the different colour shades will also appear in the material.

If the material has already been applied to the model, the colour of the model is automatically be adjusted to the new material colour. This is useful if you change your mind on a certain colour or a certain part of the Alarm Clock model.

Select a colorSelect a colorSelect a color

Step 5

Because you've already applied the material to the model, the colour of the Alarm Clock will is adjusted to the new material colour. Click on the Render View button to preview the render.

Render viewRender viewRender view

11. How to Adjust the Shading

Step 1

To get a better idea of the shading and how the render will turn out as you work on it, click and hold on the Render Button and select Interactive Render Region from the menu. 

Select interactive render regionSelect interactive render regionSelect interactive render region

Step 2

Use the mouse to adjust the window so that it fits around the Alarm Clock model. 

Look for the very small arrow on the right hand side of the window and use the mouse to drag it to the top right corner of the box. This increases the resolution. 

Decrease the resolution by moving the arrow down if you find that performance is suffering.

Increase the resolutionIncrease the resolutionIncrease the resolution

Step 3

Right-click on the small arrow and select Alpha Mode. This removes the black background.

Select alpha modeSelect alpha modeSelect alpha mode

Step 4

To change the way the light source is facing go to Options > Default Light.

Change the light source in the Default Light window. Click where you would like the light source to come from on the sphere and it will sync with the view port. 

Experiment with different lighting positions to come up with a lighting situation that you like. 

This can be adjusted at anytime so you can change the lighting again if you changed your mind.

Adjust the default lightAdjust the default lightAdjust the default light

12. Other Lighting Solutions

Step 1

To set up the basic lighting, go to the Floor button located in the top menu bar. Left Click-Hold and then select Physical Sky from the menu.

Select physical skySelect physical skySelect physical sky

Step 2

Make sure that Physical Sky is selected in the menu on the right, a new menu will appear on the bottom right of the screen. Select the Time and Location tab and choose a time using the left and right arrow keys. 

This changes the lighting of the scene, according to the time of the day. Choose a suitable time to light up the scene. You will be able to see how the lighting will affect the scene in the viewport.

Select the time and locationSelect the time and locationSelect the time and location

Step 3

To add a light to the scene, select the Add Light button in the top menu bar at the top of the screen.

This will create a Light Object which you can move around the scene. Move the light object using the Move Tool to a suitable position.

Create a light objectCreate a light objectCreate a light object

Step 4

To customise the lighting further, experiment with the light object options in the bottom right of the screen. Here, adjust the Intensity, Light Type and even Color.

Adjust the light objectAdjust the light objectAdjust the light object

13. How to Colour the Clock Face

Step 1

To create a new material, duplicate the material by holding CTRL on the keyboard and then using the mouse to click and drag the material to the side.

Duplicate the materialDuplicate the materialDuplicate the material

Step 2

Double-click on the new material to open up the Material Editor and select Luminance. From there we can change the colour to the following:

  • R: 247
  • G: 244
  • B: 225
Select a new color for the materialSelect a new color for the materialSelect a new color for the material

Step 4

Use the selection tool to highlight the polygons on the face of the clock. This is the area that will be coloured using the new material.

Highlight polygons on clock faceHighlight polygons on clock faceHighlight polygons on clock face

Step 5

Apply the colour by click and dragging the new material directly on to the highlighted selection.

Apply new colorApply new colorApply new color

14. How to Color the Hands and Legs

Step 1

Create a new material. You can also duplicate a previous material in order to keep the settings from before.

Double click on the new material to open up the Material Editor and select Luminance. From there we can change the colour to the following:

  • R: 70
  • G: 69
  • B: 65
Create a new materialCreate a new materialCreate a new material

Step 2

Apply the new material to the legs, bell stands and the clock hands by either clicking on the material and dragging it to the objects via the viewport or via the object list window.

Apply the new material colorApply the new material colorApply the new material color

15. How to Render the Alarm Clock

Step 1

On the top menu bar, click on the Render Settings button. This brings up the render settings window.

Click on render settingsClick on render settingsClick on render settings

Step 2

In the render settings menu, change the options to what you need. First you'll need to tick the Save Settings to select a file location, file format and alpha channel.

Select Alpha Channel if you wish to keep the background see through. This could be useful if you wanted to add a background to the image in Adobe Photoshop.

Adjust the save settingsAdjust the save settingsAdjust the save settings

Step 3

In the Output Settings choose the resolution, height and width of the image. 

Adjust the output settingsAdjust the output settingsAdjust the output settings

Step 4

To ensure that the Alarm Clock render is nice and sharp, go to the Anti-Aliasing settings. Select Cubic (Still Image) which is found under Filter

Adjust the anti-aliasing settingsAdjust the anti-aliasing settingsAdjust the anti-aliasing settings

Step 5

To create the final image of the Alarm Clock, click on the Render button. Remember to ensure you've selected the correct view in the viewport (front, right, left or perspective etc.) and that you're happy with the camera angle. 

Choose a suitable angle in the viewport by navigating around the scene.

Click on the render buttonClick on the render buttonClick on the render button

Step 6

If you want to have more control over how the final render looks, create a camera object to help. Find a suitable view using the viewport first and then click on the camera button. 

This creates a camera using the current view in the viewport. Check out the camera settings to see how they affect the final render.

Click on the camera buttonClick on the camera buttonClick on the camera button

The End Result

Final Alarm Clock color renderFinal Alarm Clock color renderFinal Alarm Clock color render

Wait for the final render to finish. Once the render is complete, repeat the steps above and change the camera or the view port to create a new image from a different angle. 

Throughout the course of the project you have successfully learnt:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Alarm Clock
  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Alarm Clock

Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.


How to Create an Alarm Clock in Cinema 4D: Part 1

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Alarm Clock model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly and easily. 

Some of the skills you'll learn in this tutorial include creating basic 3D modelling, adding lighting to the scene and basic rendering techniques.

In this, the first part of the two-part tutorial, I'll show you how to:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Alarm Clock

1. How to Import Reference Images

Step 1

To use the reference image in this tutorial, you will need to switch your viewport to the Front View

Use the middle mouse button to click anywhere on the viewport. This displays all four views (by default this will be perspective, top, right and front). From there, use the middle mouse button to select the Front View.

Viewport showing four view pointsViewport showing four view pointsViewport showing four view points

Step 2

In the Attributes tab select Mode > View Settings.

Select View SettingsSelect View SettingsSelect View Settings

Step 3

In Viewport [Right] select the Back button and click on the button next to Image. 

Select the Back tabSelect the Back tabSelect the Back tab

Step 4

Select the reference image from the Finder and open it. In this tutorial I'll use the front view of an Alarm Clock from Envato Elements to help me.

Alarm clock reference imageAlarm clock reference imageAlarm clock reference image

Step 5

Adjust the image size and transparency to your liking in the Properties window.

Reference image propertiesReference image propertiesReference image properties

2. Adjust and Edit the Cylinder Shape

Step 1

In the top menu bar click and hold on the Cube Button (or click on the small black arrow in the bottom right corner of the button). 

In the menu that appears select the Cylinder Button to spawn a cylinder into the scene.

Select the Cylinder buttonSelect the Cylinder buttonSelect the Cylinder button

Step 2

You may need to rotate the cylinder in order to get the right orientation. 

To do this click on the Rotate Tool button and use the tool to rotate the cylinder 90 degrees so that the circular face is pointing forward.

Rotate the Cylinder shapeRotate the Cylinder shapeRotate the Cylinder shape

Step 3

Click on the Object tab in the Properties window. Adjust the size so that the shape of the cylinder fits the shape of the Alarm Clock background image. For this tutorial the following properties are used:

  • Radius: 140 cm
  • Height: 100 cm
  • Height Segments: 1
  • Rotation Segments: 80
  • Orientation: +Y
Adjust the Cylinder Object propertiesAdjust the Cylinder Object propertiesAdjust the Cylinder Object properties

Step 4

Click on the Caps tab of the properties window. Make sure that Caps has been ticked and the Segments are set to a value of 2.

Adjust the Cap propertiesAdjust the Cap propertiesAdjust the Cap properties

Step 5

By activating caps and setting the segments value to 2, you will see that an extra cap has been created on the face of the cylinder. The shape of the cylinder should roughly fit the shape of the Alarm Clock background image at this stage. 

Ensure that you check the shape using the other camera views as well (perspective, side and top etc).

Using the Alarm Clock reference imageUsing the Alarm Clock reference imageUsing the Alarm Clock reference image

Step 6

Ensure the cylinder is still selected and then click on the Make Editable button to make the shape editable. 

Next select the Polygon Selection button which will allow you to select the polygons of the object.

Click on the Make Editable and the Polygon Selection buttonsClick on the Make Editable and the Polygon Selection buttonsClick on the Make Editable and the Polygon Selection buttons

Step 7

Hover the mouse over the face of the cylinder and select all of it's faces (click and hold on the mouse button to select a large area).

Select the front polygonsSelect the front polygonsSelect the front polygons

Step 8

Once all the polygons have been selected, right click on the selected area and select the Bevel Tool.

Select the Bevel ToolSelect the Bevel ToolSelect the Bevel Tool

Step 9

Click and drag over the selected area to create a beveled edge for the cylinder. Repeat the steps for the other side.

Use the Bevel ToolUse the Bevel ToolUse the Bevel Tool

Step 10

Use the Selection Tool again and select all the polygons in the centre of the circle. Then use the Scale Tool to enlarge it (click and drag in the area outside the object to uniform scale).

Expand the selection using the Scale ToolExpand the selection using the Scale ToolExpand the selection using the Scale Tool

Step 11

Right-click on the selection and click on the Extrude Tool.

Select the Extrude ToolSelect the Extrude ToolSelect the Extrude Tool

Step 12

Click and drag over the selected area to move the polygons inside the cylinder.

Extrude the selection inside the objectExtrude the selection inside the objectExtrude the selection inside the object

Step 13

With the polygons still selected, use the Scale Tool to scale the selection down, making it slightly smaller.

Reduce the size of the selection using the Scale ToolReduce the size of the selection using the Scale ToolReduce the size of the selection using the Scale Tool

Step 14

Delete the Phong Tag from the cylinder. This sharpens all the edges and faces of the model. This is further illustrated in step 15.

Remove the Phong TagRemove the Phong TagRemove the Phong Tag

Step 15

In the image below you will see how the edges of the cylinder are very smooth at first before deleting the Phong Tag

Once the Phong Tag has been deleted, the edges sharpen.

Phong Tag removedPhong Tag removedPhong Tag removed

3. How to Create a Hemisphere

Step 1

Clear the viewport to make modelling the hemisphere easier. 

To do this you must hide the cylinder model by clicking on the small little grey circle until it turns red. To make it appear in the viewport again, click on the grey circle until it becomes green or grey.

Hide the Cylinder objectHide the Cylinder objectHide the Cylinder object

Step 2

Create a Sphere by clicking on Cube > Sphere.

Create a new Sphere objectCreate a new Sphere objectCreate a new Sphere object

Step 3

Use the Scale Tool to scale the reduce the size of the sphere so that it matches the size of the bells as closely as possible.

Resize the Sphere object using the Scale ToolResize the Sphere object using the Scale ToolResize the Sphere object using the Scale Tool

Step 4

In the properties window, select the Object Tab and set the properties to the following:

  • Radius: 55 cm
  • Segments: 50
  • Type: Hemisphere
Adjust the object using the properties windowAdjust the object using the properties windowAdjust the object using the properties window

Step 5

By selecting the type to Hemisphere, the shape will be split in half as shown in the image below.

Create a HemisphereCreate a HemisphereCreate a Hemisphere

4. Add Thickness to an Object

Step 1

To add thickness to the hemisphere you will first need to make it into an editable object. Make sure that the object is selected and click on the Make Editable button.

Click on the Make Editable buttonClick on the Make Editable buttonClick on the Make Editable button

Step 2

In the top menu bar, select Simulate > Cloth > Cloth Surface.

Select the Cloth Surface modifierSelect the Cloth Surface modifierSelect the Cloth Surface modifier

Step 3

In the List View, move the sphere object below the newly created Cloth Surface.  

Apply the Cloth Surface to the Sphere objectApply the Cloth Surface to the Sphere objectApply the Cloth Surface to the Sphere object

Step 4

Ensure the Cloth Surface has been selected and select the Object tab in the properties window. Set the properties to the following:

  • Subdivisions: 1
  • Factor: 100%
  • Thickness: 10 cm
Adjust the Cloth Surface propertiesAdjust the Cloth Surface propertiesAdjust the Cloth Surface properties

Step 5

Adjusting the Thickness value in the properties window changes the thickness of the hemisphere.

Adjust the thickness of the Hemisphere objectAdjust the thickness of the Hemisphere objectAdjust the thickness of the Hemisphere object

5. Create the Alarm Clock Bell

Step 1

Rotate the hemisphere by 180 Degrees so that it starts to take on the appearance of the bell.

Rotate the Hemisphere by 180 degreesRotate the Hemisphere by 180 degreesRotate the Hemisphere by 180 degrees

Step 2

In the Front View, use the reference image to ensure the size of the hemisphere is roughly the same size as the bells.

Use the Alarm Clock reference image Use the Alarm Clock reference image Use the Alarm Clock reference image

Step 3

Create a capsule by selecting the Capsule Button from the shapes menu.

Create a Capsule objectCreate a Capsule objectCreate a Capsule object

Step 4

Ensure the capsule object is selected and change the properties to the following:

  • Radius: 10 cm
  • Height: 200 cm
  • Height Segments: 1
  • Cap Segments: 8
  • Rotation Segments: 36
  • Orientation: +Y
Adjust the Capsule propertiesAdjust the Capsule propertiesAdjust the Capsule properties

Step 5

Use the Move Tool to move the capsule down so that only a little bit of the tip is sticking out from the top of the hemisphere.

Lower the capsule Lower the capsule Lower the capsule

Step 6

Select both the Capsule and the Cloth Surface by clicking and holding the Shift Key on the keyboard. Then group them by pressing Alt-G on the keyboard. You can then rename the Null by double clicking on it.

Group the Capsule and Cloth Surface togetherGroup the Capsule and Cloth Surface togetherGroup the Capsule and Cloth Surface together

Step 7

Make sure that the new group is still selected, use a combination of the Move Tool and the Rotation Tool to position the bell correctly. You can use the reference image to guide you.

Move the group into placeMove the group into placeMove the group into place

Step 8

Reveal the cylinder shape by clicking on the small red circle until it is grey (or green) again.

Reveal the Cylinder objectReveal the Cylinder objectReveal the Cylinder object

Step 9

You can then make any final adjustments to the bell's position by comparing it to the reference image and the cylinder.

Adjust the bell using the Move and Rotate toolsAdjust the bell using the Move and Rotate toolsAdjust the bell using the Move and Rotate tools

6. How to use Symmetry in Cinema 4D

Step 1

In the top menu bar select Array > Symmetry.

Select the Symmetry buttonSelect the Symmetry buttonSelect the Symmetry button

Step 2

In the list window move the group containing the bell objects inside the Symmetry Modifier.

Apply the Symmetry Modifier to the groupApply the Symmetry Modifier to the groupApply the Symmetry Modifier to the group

Step 3

Anything inside the Symmetry Modifier will create a symmetrical object.

Symmetry modifier applied to the bellSymmetry modifier applied to the bellSymmetry modifier applied to the bell

7. Add Legs and Details to the Alarm Clock

Step 1

Use the Capsule Object to create legs for the alarm clock. Do this by creating a new capsule object and using the Move Tool and the Rotate Tool to position it into place.

Another way you can do this is by duplicating the capsule (hold the CTRL button on the keyboard whilst using the Move Tool) which was used to create the bell. 

Move the duplicated capsule into position using the Move Tool and the Rotate Tool.

Add a capsule legAdd a capsule legAdd a capsule leg

Step 2

Duplicate the leg by using the Symmetry Modifier

Add another capsule legAdd another capsule legAdd another capsule leg

Step 3

Adjust the size and radius of the legs by going to the Object tab in the Properties window.

Adjust the capsule leg propertiesAdjust the capsule leg propertiesAdjust the capsule leg properties

Step 4

Create a new Capsule and place it in on top of the alarm clock.

Add a capsule objectAdd a capsule objectAdd a capsule object

Step 5

Create a new Sphere and scale it down using the Scale Tool. Place the small sphere on top of the capsule.

Add a sphere objectAdd a sphere objectAdd a sphere object

8. Create the Clock Hands

Step 1

Create a new Cylinder by clicking on Cube > Cylinder from the top menu bar.

Create a new Cylinder ObjectCreate a new Cylinder ObjectCreate a new Cylinder Object

Step 2

Adjust the size of the cylinder in the Properties window so that it matches the width of the clock hand. Use the reference image in the front view to help you with this. The settings for the hand used in this tutorial are as follows:

  • Radius: 10 cm
  • Height: 10 cm
  • Height Segments: 1
  • Rotation Segments: 60
  • Orientation: +Y
Adjust the properties of the Cylinder objectAdjust the properties of the Cylinder objectAdjust the properties of the Cylinder object

Step 3

Ensure the cylinder is selected and then click on the Make Editable button.

Click on the Make Editable buttonClick on the Make Editable buttonClick on the Make Editable button

Step 4

To edit the shape further select the Points Tool and then select the Rectangle Selection Tool.

Select the Points Tool and the Rectangle Selection ToolSelect the Points Tool and the Rectangle Selection ToolSelect the Points Tool and the Rectangle Selection Tool

Step 5

Then go to the Properties window and un-tick Only Select Visible Elements. This allows you to select all the points within the rectangle selection.

Un-tick Only Select Visible ElementsUn-tick Only Select Visible ElementsUn-tick Only Select Visible Elements

Step 6

Use the Rectangle Selection Tool to select all the points in the bottom half of the cylinder. 

Select and use the Move Tool and move all the selected points down to create the clock hand.

Move selection downwardsMove selection downwardsMove selection downwards

Step 7

When moving a whole object, select and use the Model button. If this is not selected, you may find that you will be moving the points, edges or faces instead.

Select the Model mode buttonSelect the Model mode buttonSelect the Model mode button

Step 8

Position the clock hand object by using the Move Tool.

Place clock hand objectPlace clock hand objectPlace clock hand object

Step 8

YUse the Scale Tool to adjust the scale of the object once it is in place.

Use the scale tool for any last minute adjustmentsUse the scale tool for any last minute adjustmentsUse the scale tool for any last minute adjustments

Step 9

Duplicate the clock hand object by using the Move Tool and holding the CTRL button on the keyboard.

Duplicate the hand toolDuplicate the hand toolDuplicate the hand tool

Step 10

Once you have the hands, position both on the clock face by using the Move Tool and the Rotation Tool

Use the Scale Tool to make one hand smaller if you wish.

Position the hand objects using the Rotate and Move ToolsPosition the hand objects using the Rotate and Move ToolsPosition the hand objects using the Rotate and Move Tools

Coming Next...

Final Alarm Clock 3D ModelFinal Alarm Clock 3D ModelFinal Alarm Clock 3D Model

In the second part of the the tutorial series, I'll show you how to:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Alarm Clock

How to Create a Computer Screen in Cinema 4D: Part 1

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Computer Screen model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Computer Screen

1. How to Import Reference Images

Step 1

Use the middle mouse button to click anywhere on the viewport. This displays all four views. From there, use the middle mouse button to select the Right view.

Four camera viewsFour camera viewsFour camera views

Step 2

In the Attributes tab select Mode > View Settings.

View settingsView settingsView settings

Step 3

In Viewport [Right] select the Back button and click on the button next to Image. 

Select background imageSelect background imageSelect background image

Step 4

Select the reference image from the finder and open it.

Computer monitor background imageComputer monitor background imageComputer monitor background image

Step 5

Once the image is displayed in the background of the viewport, change the transparency of the image. This can sometimes make it easier to model from the reference image.

Change the position and size of the reference image from here using Offset X, Offset Y, Size X and Size Y.

Adjust the transparencyAdjust the transparencyAdjust the transparency

2. How to Model the Computer Screen

Step 1

To start modelling the face computer screen, select the Cube object from the top menu bar. This spawns a cube in the viewport.

Create a cube objectCreate a cube objectCreate a cube object

Step 2

Use the reference image of the computer screen in the Front View to help adjust the cube. 

Use the Scale Tool to make the shape of the cube match up with the shape of the computer screen in the image.

Ensure that you use the other views (front, left, right, perspective etc) to check that the shape looks correct from every angle.

Adjust the size of the cube objectAdjust the size of the cube objectAdjust the size of the cube object

Step 3

In the perspective view, use the Scale Tool to increase or reduce the thickness of the shape so that it is close to the thickness of a computer screen. 

The Move Tool widget also allows you to adjust the the cube along different axis (x, y and z). Simply click on the small orange dots that are found next to each arrow and drag along the respective axis to edit the object.

Make the object thinnerMake the object thinnerMake the object thinner

Step 4

Select the Edge Selection Tool. Use the Edge Selection Tool to select all four corners of the object. The selected edges will be highlighted in orange.

Use the edge selection toolUse the edge selection toolUse the edge selection tool

Step 5

Make sure to move around the object to select the opposite corners of the object.

Select the corner edgesSelect the corner edgesSelect the corner edges

Step 6

Once the edges have been selected, use the mouse to right click on the selected edges. In the menu that appears, find Bevel and select it.

Use the bevel toolUse the bevel toolUse the bevel tool

Step 7

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Fixed Distance
  • Offset: 31cm
  • Subdivision: 10
  • Depth: 100%

Feel free to adjust the sliders and values until you are satisfied with the object's appearance.

Adjust the bevel settingsAdjust the bevel settingsAdjust the bevel settings

Step 8

In the images below you can see how the edges are effected once the values have been changed. Increase the number of subdivisions to increase the smoothness of the corner.

Curve the cornersCurve the cornersCurve the corners

Step 9

Use the reference image of the computer screen in your Front View to help adjust the cube. Use the Scale Tool to make the shape of the cube match up with the shape of the computer screen in the image.

Compare with the background imageCompare with the background imageCompare with the background image

3. How to Adjust the shape of the Monitor

Step 1

Use the Polygon Selection Tool to select the back of the object. Then use the Scale Tool and click and drag from anywhere within the preview window to decrease the size of the polygon. 

Scale back of the monitorScale back of the monitorScale back of the monitor

Step 2

Next to each object you create you will find the Phong Tag. This is responsible for adjusting the smoothness of an object. You can adjust the angle limit to increase or decrease the smoothness of an object. 

However since we are going for a low poly look we don't need this. So delete the Phong Tag to remove any smoothness in the model edges.

Delete phong tagDelete phong tagDelete phong tag

Step 3

Use the Edge Selection Tool to select the front edges of the computer monitor. The select the Bevel Tool (you can access this by right clicking on the edges).

In the adjustment window (usually located in the bottom right of the screen), play around with the following:

  • Bevel Mode: Chamfer
  • Offset Mode: Radial
  • Offset: 8cm
  • Subdivision: 0
Bevel the front facing edgesBevel the front facing edgesBevel the front facing edges

4. Modify the Topology Using the Knife Tool

Step 1

Once you are happy with the overall shape of the computer monitor we need to convert it into an object. This will allow us to make further edits such as topology.

Make sure that the computer monitor is still selected and then go to Mesh > Conversion > Current State to Object.

Convert current state to objectConvert current state to objectConvert current state to object

Step 2

Right click on the object and select the Knife Tool from the menu.

Select knife toolSelect knife toolSelect knife tool

Step 3

Use the Knife Tool to create an edge near the bottom. You can use the tool to connect one side of the screen to the other.

Cut across the monitorCut across the monitorCut across the monitor

5. How to Create the Monitor Display

Step 1

In the top menu bar select the Cube to spawn a cube into the scene. Adjust the size of the cube so that it fits nicely within the previous monitor object. 

Create the monitor displayCreate the monitor displayCreate the monitor display

6. Use the Bend Deformer to Create the Neck

Step 1

In the top menu bar select the Cube to spawn another cube into the scene and adjust the shape so that it forms a thin neck shape. You can adjust the object properties as follows:

  • Size X: 200
  • Size Y: 340
  • Size Z: 30
Adjust the cubeAdjust the cubeAdjust the cube

Step 2

In order to curve the neck we need to add some segments. In the adjustments window add enough segments to ensure that the curve will appear smooth (in this example I've used 50 Y segments).

Add segments to the objectAdd segments to the objectAdd segments to the object

Step 3

In order to create a suitable bend to the computer neck you will need to use the Bend Deformer. Select the Bend button from the top menu bar. 

This spawns a bend deformer object in the list view.

Select the bend deformerSelect the bend deformerSelect the bend deformer

Step 4

In the list view move the Bend Deformer into the neck object. This means that the deformer will affect and influence the cube object only.

Apply the bend deformerApply the bend deformerApply the bend deformer

Step 5

With the Bend Deformer selected make sure that Fit to Parent has been ticked. The ensures that the deformer affects the whole neck.

Select fit to parentSelect fit to parentSelect fit to parent

Step 6

With the Bend Deformer still selected, go to the parameters box and play around with the Strength

In this tutorial I used the following settings:

  • Strength: 150
  • Angle: -90
Bend deformer settingsBend deformer settingsBend deformer settings

Step 7

Use a combination of the Move Tool and the Rotation Tool to place the neck in the correct position underneath the computer monitor.

Move and rotate the neckMove and rotate the neckMove and rotate the neck

7. How to Model the Neck

Step 1

Once you are happy with the placement of the neck we need to convert it into an object. This will collapse the object properties and will allow us to make further edits.

Make sure that the neck is still selected and then go to Mesh > Conversion > Current State to Object.

Convert current state to objectConvert current state to objectConvert current state to object

Step 2

Use the Polygon Selection Tool to select the top of the neck. Then use the Move Tool to extend the neck. This will help connect the neck to the computer monitor.

Extend the top of the neckExtend the top of the neckExtend the top of the neck

8. Create the Base of the Computer Monitor

Step 1

Use the Polygon Selection Tool to select the bottom of the neck. Then use the Move Tool to extend it. This will help create the base of the monitor.

Extend the base of the monitorExtend the base of the monitorExtend the base of the monitor

Step 2

Use the Move Tool to make sure that the neck is in the correct position underneath the computer monitor.

Use move tool to position objectsUse move tool to position objectsUse move tool to position objects

Step 3

Use the Edge Selection Tool to select the two front facing corners.

Select base cornersSelect base cornersSelect base corners

Step 4

Right-click on the corners and select the Bevel Tool

Select the bevel toolSelect the bevel toolSelect the bevel tool

Step 5

Use the Bevel Tool to curve the corners of the base. In the edit window, you can change the settings to the following:

  • Bevel Mode: Chamfer 
  • Offset Mode: Fixed Distance
  • Offset: 72 cm
  • Subdivision: 30
  • Depth: 100%
Curve the base cornersCurve the base cornersCurve the base corners

Step 6

Click on the small black arrow in the bottom right corner of the Bend Tool in the top menu bar. Then select Taper from the list. This creates a Taper tool in the list of objects on the right of the screen.

Select the taper toolSelect the taper toolSelect the taper tool

Step 7

Select the Taper tool and drag it into the Cube object. This will apply the Taper features to the cube which will enable some shape manipulation options.

Apply the taper tool to the baseApply the taper tool to the baseApply the taper tool to the base

Step 8

The Taper Tool only affects the area within the cage (this is visualised as a see through cube with purple lines as edges). Use the Rotate Tool to rotate the cage 90 degrees and move it down so that the base is within the cage area.

Move the cageMove the cageMove the cage

Step 9

Use the Scale Tool to reduce the cage size so that it only effects the base of the computer monitor. 

Scale the cage to fit the baseScale the cage to fit the baseScale the cage to fit the base

Step 10

With the Taper Tool selected, go to the adjustments menu and edit the settings to create a suitable base shape. If the shape is not deforming correctly, try flipping the cage or moving it to a different area. You can input the following:

  • Mode: Limited
  • Strength: -50%
  • Curvature: 0%
Adjust the taper tool settingsAdjust the taper tool settingsAdjust the taper tool settings

Coming Next...

In the second part of the the tutorial series, I'll show you how to:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Computer Monitor
Final computer monitor modelFinal computer monitor modelFinal computer monitor model

How to Create a Computer Screen in Cinema 4D: Part 2

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Computer Screen model to use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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 the first part of the two-part tutorial, I showed you how to:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Computer Screen

In this, the second part of the the tutorial series, I'll show you how to:

  • How to Create Colored Materials
  • How to Add Lighting to the Scene
  • How to Render the Computer Monitor

9. How to Convert State to Object

Step 1

Select all the objects associated with the Boole modifier. This will include the two cube objects that make up the computer screen.

Apply boole to computer monitor objectsApply boole to computer monitor objectsApply boole to computer monitor objects

Step 2

With the Boole objects still selected, go to Mesh > Conversion > Current State to Object

Convert current state to objectConvert current state to objectConvert current state to object

Step 3

This creates a version of the computer screen objects with all the modifiers collapsed. This means that the new objects lose their modifiers, but retain their shapes so that we can colour them easily. 

You can delete the original boole objects as they won't be needed in the project anymore. 

Two copies of the same object will appearTwo copies of the same object will appearTwo copies of the same object will appear

Step 4

Feel free to rename the objects to something which is easily recognisable.  

Rename 3D objectsRename 3D objectsRename 3D objects

Step 5

Select the neck object and go to Mesh > Conversion > Current State to Object. Once you've create the new object, you can delete the original one to avoid clutter and confusion.

Convert neck into objectConvert neck into objectConvert neck into object

Step 6

Select the Phong Tags and press the delete key on the keyboard to remove them. 

Delete phong tagsDelete phong tagsDelete phong tags


10. How to Create a New Material

Step 1

Located near the bottom of the screen there is a material selection window. Click on Create > New Material to create a new material to use that you can edit. 

Materials are used to colour in the various objects and parts of the Computer Screen.

Select new materialSelect new materialSelect new material

Step 2

Double click on the new material icon (displayed as a sphere). This brings up the Material Editor where you can adjust the various properties of the material such as the colour, transparency and reflectance. 

For this particular style I'm only be interested in flat colour (Luminance).

Open up the material editorOpen up the material editorOpen up the material editor

Step 3

Tick the button for Luminance and untick the boxes for Color and Reflectance. This gives the cel shaded look for the final image. 

Select luminance Select luminance Select luminance

Step 4

Colour the Computer Monitor by adding the material to the object. Drag and drop the material to the object using the mouse. You can also drag and drop the material onto the object listed on the right of the screen. 

Apply the new material to the computer screenApply the new material to the computer screenApply the new material to the computer screen

11. How to Adjust the Material Properties

Step 1

In the Material Editor, click on the arrow button next to Texture and select Sketch and Toon > Cel from the menu.

Select Sketch and Toon Select Sketch and Toon Select Sketch and Toon

Step 2

Click on the new Cel button that appears next to Texture to bring up a new menu.

Click on the cel buttonClick on the cel buttonClick on the cel button

Step 3

In this new menu, adjust the settings as follows:

  • Change the Diffuse to match the image at below. It should be grey scale with the colour getting light from left to right
  • Deselect Camera
  • Select Lights
  • Select Shadows 
  • Select Multiply from the drop down menu
Adjust the cel settingsAdjust the cel settingsAdjust the cel settings

Step 4

Select a colour by double-clicking on the color option box . 

The Material Editor gives many different options for choosing and picking colours. These include RGB, HSV and so on. 

Choose whichever option you are most familiar with as a flat colour. Because of the Multiply shading mode, the different colour shades also appear in the material.

If the material has already been applied to the model, the colour of the model is automatically be adjusted to the new material colour. This is useful if you change your mind on a certain colour or a certain part of the Computer Screen model.

Select a color and set shading mode to multiplySelect a color and set shading mode to multiplySelect a color and set shading mode to multiply

Step 5

Because I've already applied the material to the model, the colour of the Computer Monitor will automatically be adjusted to match the new material.  

New material settings will be appliedNew material settings will be appliedNew material settings will be applied

12. How to Adjust the Shading

Step 1

To get a better idea of the shading and how the render will turn out as you work on it, click and hold on the Render Button and select Interactive Render Region from the menu. 

Select interactive render regionSelect interactive render regionSelect interactive render region

Step 2

Use the mouse to adjust the selection window so that it fits around the Computer Screen model. Look for the very small arrow on the right hand side of the window and use the mouse to drag it to the top right corner of the box (this increases the resolution). 

Decrease the resolution by moving the arrow down if you find that the performance is decreasing.

Increase the resolution of the preview windowIncrease the resolution of the preview windowIncrease the resolution of the preview window

Step 3

To change the way the light source is facing go to Options > Default Light.

You can also add a light object to the scene if you are more comfortable working that way.  

Select default lightSelect default lightSelect default light

Step 4

Change the light source in the Default Light window. Click where you'd like the light source to come from on the sphere and it will sync with the view port. Experiment with different lighting positions to come up with a lighting situation that you like. 

This can be adjusted at anytime so you can change the lighting again if you changed your mind.

Adjust the default lightAdjust the default lightAdjust the default light

Step 5

Secondary-click on the arrow and select Alpha Mode in order to reveal the rest of the viewport. Some people may find working this way easier.

Select the alpha modeSelect the alpha modeSelect the alpha mode

13. Other Lighting Solutions

Step 1

To set up the basic lighting, go to the Floor button located in the top menu bar. Primary-Click-Hold and then select Physical Sky from the menu.

Select physical skySelect physical skySelect physical sky

Step 2

Make sure that Physical Sky is selected in the menu on the right, a new menu will appear on the bottom right of the screen. Select the Time and Location tab and choose a time using the left and right arrow keys. 

This changes the lighting of the scene (according to the time of the day). Choose a suitable time to light up the scene. You'll see how the lighting affects the scene in the viewport.

Adjust the time and location Adjust the time and location Adjust the time and location

Step 3

To add a light to the scene, select the Add Light button in the top menu bar at the top of the screen.

This creates a Light Object which you can move around the scene. Move the light object using the Move Tool to a suitable position.

Select the add light buttonSelect the add light buttonSelect the add light button

Step 4

To customise the lighting further, experiment with the light object options in the bottom right of the screen. Here you can adjust the Intensity, Light Type and even Color.

Adjust the lighting settingsAdjust the lighting settingsAdjust the lighting settings

14. How to Colour the Computer Monitor Screen

Step 1

Open up the Material Editor and change material color to the following:

  • R: 194
  • G: 222
  • B: 236

This changes the basic colour of the computer that you can add to the other main objects (i.e. the neck).

Select a new color for the materialSelect a new color for the materialSelect a new color for the material

Step 2

To create a new material we can duplicate the material by holding CTRL on the keyboard and then using the mouse to click and drag the material to the side.

Duplicate the materialDuplicate the materialDuplicate the material

Step 3

Double-click on the new material to open up the Material Editor and select Luminance. From there we can change the colour to the following:

  • R: 56
  • G: 47
  • B: 66
Select a purple color for the new materialSelect a purple color for the new materialSelect a purple color for the new material

Step 4

Apply the new materials to the screen by clicking and dragging it directly onto the screen object.

Apply the new material to the screenApply the new material to the screenApply the new material to the screen

15. How to Color the Monitor Bezel 

Step 1

Create a new material. You may also duplicate a previous material in order to keep the same settings as before.

Double-click on the new material to open up the Material Editor and select Luminance. From there you can change the colour to the following:

  • R: 70
  • G: 69
  • B: 65
Create a new dark grey materialCreate a new dark grey materialCreate a new dark grey material

Step 2

Use the Polygon Selection Tool to select all the polygons that make up the bezel of the computer monitor.

Select the screen boder with the polygon selection toolSelect the screen boder with the polygon selection toolSelect the screen boder with the polygon selection tool

Step 3

Apply the new material to the selected polygons by clicking and dragging it into the selection. 

Apply dark grey material to the selected borderApply dark grey material to the selected borderApply dark grey material to the selected border

Step 4

Now that all the materials and colours have been applied to the model, use the perspective view to look around the computer screen to ensure that the colours have been applied properly.

Check the 3D model from all anglesCheck the 3D model from all anglesCheck the 3D model from all angles

16. How to Create the Power Button 

Part 1

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This will spawn a Cylinder in the scene.

Create a new cylinder objectCreate a new cylinder objectCreate a new cylinder object

Part 2

Rotate the cylinder 90 degrees and then use the Scale Tool to scale it down to the appropriate size of a power button.

Rotate and scale the new cylinderRotate and scale the new cylinderRotate and scale the new cylinder

Part 3

Delete the Phong Tag from the newly created cylinder object.

Delete the phong tagDelete the phong tagDelete the phong tag

Part 4

Use the Polygon Selection Tool to select the base polygons making up a circle. Press the delete key to remove the polygons from the cylinder object. 

Select the base of the cylinder object and delete itSelect the base of the cylinder object and delete itSelect the base of the cylinder object and delete it

Part 5

Use the Edge Selection Tool to select the edges of the open hole and then use the Scale Tool to make it larger. 

Select the edges of the cylinder and expand itSelect the edges of the cylinder and expand itSelect the edges of the cylinder and expand it

Part 6

Once you are happy with the size of your power button, use the mouse to secondary-click the selected edges. Select Close Polygon Hole from the menu.

Cap the empty hole Cap the empty hole Cap the empty hole

17. How to use Boole

Step 1

Click on the small black arrow in the bottom right corner of the Array Tool in the top menu bar. Then select Boole from the list. This creates a Boole tool in the list of objects on the right of the screen.

Select boole from the menuSelect boole from the menuSelect boole from the menu

Step 2

Drag and drop both the screen and the new cylinder object into the boole. Ensure that the screen object is above the cylinder object. This will create the power button in the screen.

Add the screen and cylinder objects to the booleAdd the screen and cylinder objects to the booleAdd the screen and cylinder objects to the boole

Step 3

With the boole objects still selected, go to Mesh > Conversion > Current State to Object. This will create a copy of the objects with the boole collapsed.

Select the bool and convert current state to objectSelect the bool and convert current state to objectSelect the bool and convert current state to object

Step 4

Use the Polygon Selection Tool to select the power button. Then drag and drop the dark grey material colour into the selection.

Select the polygons of the power button and apply a materialSelect the polygons of the power button and apply a materialSelect the polygons of the power button and apply a material

Step 5

Check the camera and perspective view to make sure that the computer screen looks correct. Make any final adjustments to the materials to get the colour combination that you want.

Check the model from all anglesCheck the model from all anglesCheck the model from all angles

The End Result

The computer screen model is now ready for use and to render. Now that the project is complete you can repeat the steps above and change the camera or the view port to create a new image from a different angle. 

Throughout the course of the project you have successfully learnt:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Computer Screen
  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the Computer Monitor

Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.

The final computer model The final computer model The final computer model

How to Create a Guitar in Cinema 4D: Part 1

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Guitar model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the 3D Guitar

1. How to Import Reference Images

Step 1

Use the middle mouse button to click anywhere on the viewport. This displays all four views. From there, use the middle mouse button to select the Front view.

Four different viewsFour different viewsFour different views

Step 2

In the Attributes tab select Mode > View Settings.

Select view settings from menuSelect view settings from menuSelect view settings from menu

Step 3

In Viewport [Front] select the Back button and click on the button next to Image. 

Select Back and find reference imageSelect Back and find reference imageSelect Back and find reference image

Step 4

Select the reference image from the finder and open it.

Open reference guitar imageOpen reference guitar imageOpen reference guitar image

Step 5

Once the image is displayed in the background of the viewport, change the transparency of the image. This can sometimes make it easier to model from the reference image.

Change the position and size of the reference image from here using Offset X, Offset Y, Size X and Size Y.

Set transparency to 50 percentSet transparency to 50 percentSet transparency to 50 percent

2. How to use Splines to Create the Guitar Body

Step 1

To start modelling the body of the guitar, select the Pen Tool from the top menu bar. This allows you to create a spline to outline the shape of the guitar body.

Select the Pen Tool from the top menu barSelect the Pen Tool from the top menu barSelect the Pen Tool from the top menu bar

Step 2

Use the Pen Tool to draw out the outline of one side of the guitar body. Use the mouse to click and drag to create curves

Use Pen Tool to draw outline of guitar bodyUse Pen Tool to draw outline of guitar bodyUse Pen Tool to draw outline of guitar body

Step 3

Close the spline by clicking on the first point. 

Close the spline Close the spline Close the spline

Step 4

Adjust the shape of the spline by selecting the Point Selection Tool and then using the Move Tool to move the points and handles. 

Adjust the shape of the splineAdjust the shape of the splineAdjust the shape of the spline

Step 5

Duplicate the spline once you're happy with the shape. This is done by clicking and dragging the spline in the list view, whilst holding the CTRL key on the keyboard.

Duplicate the splineDuplicate the splineDuplicate the spline

Step 6

Select the Object Tool and then select the Rotate Tool. Select one of the splines that you want to rotate to create the other side of the guitar body.

Select object tool and then rotate toolSelect object tool and then rotate toolSelect object tool and then rotate tool

Step 7

Rotate one of the splines by 180 degrees. This creates the other half of the guitar body. 

Ensure that the splines overlap in the middle 

Rotate duplicate spline 180 degreesRotate duplicate spline 180 degreesRotate duplicate spline 180 degrees

Step 8

Go to the top menu bar and select Array > Spline Mask

Select spline mask from top menuSelect spline mask from top menuSelect spline mask from top menu

Step 9

Select both of the splines that you have created and move them inside the Spline Mask. This will create one whole spline for the guitar body.

Put splines inside spline maskPut splines inside spline maskPut splines inside spline mask

Step 10

Make the spline mask editable by clicking on the Make Editable button. You won't be able to make any changes to the previous splines after this, so ensure you're happy with the shape of the guitar body before committing to this step. 

Click the make editable buttonClick the make editable buttonClick the make editable button

Step 11

From the top menu select Subdivision Surface > Extrude. Then place the spline inside extrude.

Select the extrude button from the top menuSelect the extrude button from the top menuSelect the extrude button from the top menu

Step 12 

This creates a 3D object out of the shape of the spline.

Extrude the splineExtrude the splineExtrude the spline

Step 13

Use the extrude object options to adjust the look of the guitar body. 

Change the thickness of the object so that it accurately matches the body of a guitar.

Increase guitar thicknessIncrease guitar thicknessIncrease guitar thickness

3. How to Create the Sound Hole 

Step 1

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This spawns a Cylinder in the scene.

Select cylinder from top menuSelect cylinder from top menuSelect cylinder from top menu

Step 2

Adjust the properties of the Cylinder so that it is facing the correct way, has the correct size.

Rotate cylinder objectRotate cylinder objectRotate cylinder object

Step 3

Return to the front view to use the reference image as a guide to help with the placement and size of the cylinder object.

Move cylinder object to match reference imageMove cylinder object to match reference imageMove cylinder object to match reference image

Step 4

Click on the small black arrow in the bottom right corner of the Array Tool in the top menu bar. 

Select Boole from the list. This creates a Boole tool in the list of objects on the right of the screen.

Select boole from top menu barSelect boole from top menu barSelect boole from top menu bar

Step 5

Select the extrude group and cylinder object from the list and place them inside the Boole Tool. 

Ensure that the cylinder object is positioned below the extrude group.

Place extrude and cylinder inside the boolePlace extrude and cylinder inside the boolePlace extrude and cylinder inside the boole

Step 6

This creates a cut out in the shape of the cylinder object. 

Adjust the position of the cylinder object using the Move Tool until you're happy with the appearance of the sound hole.

Create the sound hole Create the sound hole Create the sound hole

Step 7

Click on the small back arrow on the Cube button and select Tube from the list of options. This spawns a Tube object in the scene.

Select the tube object from the top menu barSelect the tube object from the top menu barSelect the tube object from the top menu bar

Step 8

Adjust so that inner radius is the same as the radius of the cylinder object (that was used to create the sound hole). 

You'll also want to adjust the outer radius to a suitable size.

Resize tube objectResize tube objectResize tube object

Step 9

Return to the front view to use the reference image as a guide to help with the placement and size of the tube object. 

Carefully align the tube so that it fits directly on top of the sound hole.

Move tube object to match reference imageMove tube object to match reference imageMove tube object to match reference image

Step 10

In the perspective view, use the Move Tool to push the tube further into the body until it's only just above the object surface. 

Ensure that you use the other views (front, left, right, perspective and so on) to check that the shape looks correct from every angle.

Move tube into positionMove tube into positionMove tube into position

4. Create the Guitar Neck

Step 1

To start modelling the neck of the Guitar, select the Cube object from the top menu bar. This spawns a cube in the viewport.

Spawn a new cube into sceneSpawn a new cube into sceneSpawn a new cube into scene

Step 2

Use the front view to adjust the shape and size of the cube object so that it matches the reference image. 

Ensure you make the neck slightly longer than needed. This is so that you can make additional adjustments to the top and bottom of the object.

Adjust the cube to look like the neckAdjust the cube to look like the neckAdjust the cube to look like the neck

Step 3

Check that the neck thickness is appropriate in the perspective view and adjust accordingly using the object properties window or the Scale Tool

Adjust the thickness of the neckAdjust the thickness of the neckAdjust the thickness of the neck

Step 4

In the object properties window, increase the number of Y segments for the fretboard. In this example the guitar neck has 14 Y segments.

Increase the Y segments to fourteenIncrease the Y segments to fourteenIncrease the Y segments to fourteen

Step 5

Duplicate the cylinder object that was used to create the sound hole (do this by holding CTRL on the keyboard to click and drag a duplicate object). 

Then place both the new cylinder object and the neck object inside a boole.

Duplicate cylinder and move into boole with neckDuplicate cylinder and move into boole with neckDuplicate cylinder and move into boole with neck

Step 6

This cuts out the curve for the sound hole for the neck.

Cut a curve into the neckCut a curve into the neckCut a curve into the neck

5. How to Create the Headstock

Step 1

Create a cube object with two Y segments. Then adjust the size of the cube object so that it becomes a suitable size for the headstock.

Spawn a new cube and adjust to the size of the headstockSpawn a new cube and adjust to the size of the headstockSpawn a new cube and adjust to the size of the headstock

Step 2

Make the cube object editable and then use the Edge Selection Tool to move the middle edge closer to the bottom.

Move edge closer to the bottomMove edge closer to the bottomMove edge closer to the bottom

Step 3

Use the Edge Selection Tool to select the two bottom corners of the object. 

Then use the Scale Tool to move the edges closer together or close to the neck.

Move corners with the edge selection toolMove corners with the edge selection toolMove corners with the edge selection tool

Step 4

Click on the small back arrow on the Cube button and select Capsule from the list of options. This will spawn a capsule in the scene.

Select capsule from the top menuSelect capsule from the top menuSelect capsule from the top menu

Step 5

Move the capsule so that half of it sits within the cube object. Then adjust the size of the capsule to something suitable.

Adjust the size of the capsuleAdjust the size of the capsuleAdjust the size of the capsule

Step 6

Duplicate the capsule and place them both side by side inside the cube object. Group both capsules by selecting them both and pressing Alt-G on the keyboard.

Duplicate the capsuleDuplicate the capsuleDuplicate the capsule

Step 7

Select Boole by clicking on the small arrow on the bottom right of the Array button at the top of the screen.

Select boole from the top menuSelect boole from the top menuSelect boole from the top menu

Step 8

Place the capsules and the cube object inside the boole, making sure that the capsules are at the bottom. This will create a cutout of the capsules on the headstock.

Create capsule cutoutsCreate capsule cutoutsCreate capsule cutouts

6. How to Create the Tuning Machines

Step 1

Create a new cylinder object and resize it down so that it matches the appropriate size for a tuner. 

Once you are happy with the size, use the Move Tool to move it into position in the headstock.

Create a tuner out of a cylinder objectCreate a tuner out of a cylinder objectCreate a tuner out of a cylinder object

Step 2

Duplicate the cylinder object by holding CTRL button on the keyboard and then click and drag the cylinder using the Move Tool. Do this twice more so that you're left with three cylinders.

Duplicate the tuner three timesDuplicate the tuner three timesDuplicate the tuner three times

Step 3

Select all three cylinder objects and duplicate them to the other side of the headstock.

Duplicate the tuner objects on the other side of the headstockDuplicate the tuner objects on the other side of the headstockDuplicate the tuner objects on the other side of the headstock

7. How to Create the Bridge and Endpin

Step 1

Create a new cube object and scale it down so that it resembles the size of a guitar bridge. 

Once you are happy with the size, use the Move Tool to move the new cube object inside the body of the guitar so that only the top part of the bridge object is above the surface of the body.

Create a bridge out of a new cubeCreate a bridge out of a new cubeCreate a bridge out of a new cube

Step 2

Click on the small back arrow on the Cube button and select Cylinder from the list of options. This spawns a Cylinder in the scene.

Select cylinder object from the top menuSelect cylinder object from the top menuSelect cylinder object from the top menu

Step 3

Resize the cylinder object so that it is a suitable size for the endpin and then use the Move Tool to place it at the bottom of the guitar body. 

Create the endpin out of a cylinder Create the endpin out of a cylinder Create the endpin out of a cylinder

Step 4

Use the different camera angles to double check the Guitar model to make sure that it looks correct.

New camera angle New camera angle New camera angle

Coming Next...

Final guitar modelFinal guitar modelFinal guitar model

In the second part of the tutorial series, I'll show you:

  • How to Create Coloured Materials
  • How to Add Lighting to the Scene
  • How to Render the final Guitar Model

How to Create a Guitar in Cinema 4D: Part 2

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Final product imageFinal product imageFinal product image
What You'll Be Creating

Follow this tutorial step-by-step to create a 3D Guitar model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 

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 the first part of the two-part tutorial, I showed you:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the 3D Guitar

In this, the second part of the the tutorial series, I'll show you:

  • How to Create Colored Materials
  • How to Add Lighting to the Scene
  • How to Render the Guitar

8. How to Create a New Material

Step 1

Located near the bottom of the screen there should be a material selection window. Click on Create > New Material to create a new material to use that you can edit. 

Materials are used to colour in the various objects and parts of the Guitar

Create a new materialCreate a new materialCreate a new material

Step 2

Double click on the new material icon, displayed as a sphere. This brings up the Material Editor, where you adjust the various properties of the material such as the colour, transparency and reflectance. 

For this particular style you'll only be interested in flat colour, or Luminance.

Go to the material editorGo to the material editorGo to the material editor

Step 3

Tick the button for Luminance and untick the boxes for Color and Reflectance. This gives us the cel shaded look for our final image of the Guitar.

Select LuminanceSelect LuminanceSelect Luminance

Step 4

Colour the Guitar, starting with the body, by adding the material to the object. Drag and drop the material to the object using the mouse. 

Drag and drop the material onto the object listed on the right of the screen. 

This process is repeated for the other parts of the Guitar. The base colour of the Guitar is as follows:

  • R: 247
  • G: 233
  • B: 63
Choose a yellow colorChoose a yellow colorChoose a yellow color

Step 5

Apply the material colour to the guitar body and the headstock by dragging and dropping the material onto the object listed on the right of the screen or the preview window.

Apply the yellow material to the guitarApply the yellow material to the guitarApply the yellow material to the guitar

9. How to Adjust the Material Properties

Step 1

In the Material Editor, click on the arrow button next to Texture and select Sketch and Toon > Cel from the menu.

Select sketch and toonSelect sketch and toonSelect sketch and toon

Step 2

Click on the new Cel button that appears next to Texture to bring up a new menu.

Click on the new cel buttonClick on the new cel buttonClick on the new cel button

Step 3

In the new menu, adjust the settings as follows:

  1. Change the Diffuse to match the image at below. It should be grey scale with the colour getting light from left to right
  2. Untick Camera
  3. Tick Lights
  4. Tick Shadows 
  5. Select Multiply from the drop down menu
Adjust the cel settingsAdjust the cel settingsAdjust the cel settings

Step 4

Select a colour by double-clicking on the colour option box . 

The Material Editor gives you many different options for choosing and picking the colour.

These include RGB, HSV etc. Choose whichever option you're most familiar with as a flat color. Because of the Multiply shading mode, the different colour shades also appears in the material.

If the material has already been applied to the model, the colour of the model is automatically adjusted to the new material colour. 

This is useful if you change your mind on a certain colour or a certain part of the Guitar model.

Change the base color of the materialChange the base color of the materialChange the base color of the material

Step 5

Because you've already applied the material to the model, the colour of the Guitar is automatically adjusted to the new material colour.

New material properties automatically applied to modelNew material properties automatically applied to modelNew material properties automatically applied to model

10. How to Adjust the Shading

Step 1

To get a better idea of the shading and how our render will turn out as you work on it, click and hold on the Render Button and select Interactive Render Region from the menu. 

Select interactive render regionSelect interactive render regionSelect interactive render region

Step 2

Use the mouse to adjust the window so that it fits around the Guitar model. Look for the very small arrow on the right hand side of the window and use the mouse to drag it to the top right corner of the box. This increases the resolution. 

Decrease the resolution by moving the arrow down if you find that the performance is decreasing.

Increase resolution Increase resolution Increase resolution

Step 3

To change the way the light source is facing go to Options > Default Light.

Add a light object to the scene if you are more comfortable working that way. 

Adjust the default lightAdjust the default lightAdjust the default light

Step 4

Change the light source in the Default Light window. Click where you'd like the light source to come from on the sphere and it'll sync with the view port. 

Experiment with different lighting positions to come up with a lighting situation that you like. 

This is adjusted at anytime so you can change the lighting again if you changed your mind.

Change the light sourceChange the light sourceChange the light source

11. Other Lighting Solutions

Step 1

To set up the basic lighting, go to the Floor button located in the top menu bar. Left Click-Hold and then select Physical Sky from the menu.

Select physical skySelect physical skySelect physical sky

Step 2

Ensure that Physical Sky is selected in the menu on the right, a new menu appears on the bottom right of the screen. Select the Time and Location tab and choose a time using the left and right arrow keys. 

This changes the lighting of the scene according to the time of the day. Choose a suitable time to light up the scene. You'll see how the lighting affects the scene in the viewport.

Choose a time Choose a time Choose a time

Step 3

To add a light to the scene, select the Add Light button in the top menu bar at the top of the screen.

This creates a Light Object which you can move around the scene. Move the light object using the Move Tool to a suitable position.

Select a light objectSelect a light objectSelect a light object

Step 4

To customise the lighting further, experiment with the light object options in the bottom right of the screen. Here, adjust the Intensity, Light Type and even Color.

Customise the lightingCustomise the lightingCustomise the lighting

12. How to Color the Guitar Neck

Step 1

To create a new material we can duplicate the material by holding CTRL on the keyboard and then using the mouse to click and drag the material to the side.

Duplicate the materialDuplicate the materialDuplicate the material

Step 2

Double click on the new material to open up the Material Editor and select Luminance. From there change the colour to the following:

  • R: 106
  • G: 70
  • B: 18
Change the color of the materialChange the color of the materialChange the color of the material

Step 3

Apply the new material to the neck by clicking and dragging it directly onto the object.

Apply new material to the neck of the guitarApply new material to the neck of the guitarApply new material to the neck of the guitar

Step 4

Create a new material. Duplicate a previous material in order to keep the settings from before.

Double click on the new material to open up the Material Editor and select Luminance. From there change the colour to the following:

  • R: 102
  • G: 113
  • B: 117
Make new light grey materialMake new light grey materialMake new light grey material

Step 5

Create another new material and change the colour to the following:

  • R: 62
  • G: 77
  • B: 80
Make new dark grey material Make new dark grey material Make new dark grey material

Step 6

Use the Polygon Selection Tool to highlight the rectangles of the fretboard, leaving a space in between each one. Then apply one of the two new materials to the selection.

Apply new material to fretboardApply new material to fretboardApply new material to fretboard

Step 7

Highlight the remaining rectangles and apply the second new material to the selection.

Apply new material to fretboardApply new material to fretboardApply new material to fretboard

13. Colour the Tuning Keys, Bridge and End Pin

Step 1

Create a new material and change the colour to the following:

  • R: 209
  • G: 213
  • B: 224
Make new materialMake new materialMake new material

Step 2

Select the bridge 3D object and apply the new material to it by dragging and dropping the material onto the object listed on the right of the screen or the preview window.

Apply new material to bridgeApply new material to bridgeApply new material to bridge

Step 3

Apply the same material to the tuning keys.

Apply new material to tuning keysApply new material to tuning keysApply new material to tuning keys

Step 4

Apply the same material to the end pin at the bottom of the guitar. 

Apply new material to end pinApply new material to end pinApply new material to end pin

14. How to Color the Sound Hole Border

Step 1

Create another new material for the sound hole border and change the colour to the following:

  • R: 21
  • G: 175
  • B: 199
Make new color materialMake new color materialMake new color material

Step 2

Select the cylinder 3D object and apply the new material to it by dragging and dropping the material onto the object listed on the right of the screen or the preview window.

Apply new material to sound hole borderApply new material to sound hole borderApply new material to sound hole border

15. Render the Guitar Model

Step 1

On the top menu bar, click on the Render Settings button. This brings up the render settings window.

Select render settings buttonSelect render settings buttonSelect render settings button

Step 2

In the Render Settings menu, change the options to what you need. First you will need to tick the Save Settings to select a file location, file format and alpha channel.

Select Alpha Channel if you wish to keep the background see through. This is useful if you wish to add a background to the image in Adobe Photoshop.

Adjust save optionsAdjust save optionsAdjust save options

Step 3

In the Output Settings choose the resolution, height and width of the image. 

Adjust output optionsAdjust output optionsAdjust output options

Step 4

To ensure that the guitar render is nice and sharp, go to the Anti-Aliasing settings. Select Cubic (Still Image) which can be found under Filter

Adjust anti-aliasing optionsAdjust anti-aliasing optionsAdjust anti-aliasing options

Step 5

To create the final image of the guitar, click on the Render button. Remember to make sure that you've selected the right view in your viewport (front, right, left or perspective etc.) and that you're happy with the camera angle. 

Choose a suitable angle in the viewport by navigating around the scene.

Click on the render buttonClick on the render buttonClick on the render button

Step 6

For more control over how the final render looks, create a camera object to help. Find a suitable view using the viewport first and then click on the camera button. 

This creates a camera using the current view in the viewport. Check out the camera settings to see how they will affect the final render.

Select the camera buttonSelect the camera buttonSelect the camera button

The End Result

Wait for the final render to finish. Once the render is complete, repeat the steps above and change the camera or the view port to create a new image from a different angle. 

Throughout the course of the project you've learnt:

  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the 3D Guitar
  • How to Create Colored Materials
  • How to Add Lighting to the Scene
  • How to Render the Guitar

Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.

Final 3D guitar modelFinal 3D guitar modelFinal 3D guitar model

Create an Animated Movie in Blender: Part 2

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What You'll Be Creating

In part two of this series on creating an animated movie in Blender, we will discuss how to properly render your scene, add sound, and prepare your video for export.

Rendering Your Scene

Rendering your scene as a PNGRendering your scene as a PNGRendering your scene as a PNG

Now that you have done the work, it's time to render your scene. As an animator or designer, you will find that rendering your scene takes time and practice. Blender has a wonderful community that can assist you, with great tips on many assorted topics. 

Rendering an animation involves saving still images of your scene. Here are some tips on rendering your scene fast and with fewer fireflies.

  1. Make sure to set up a separate folder for your images.
  2. Render all of your scenes as a PNG.
  3. Uncheck Reflective & Refractive Caustics.
  4. Lower the Bounces to Min 1-Max 10.
  5. Use your GPU not CPU to render. (You can check which one you are using in User Settings > System).
  6. Use Multiple Importance Sampling (you can find this under the world icon for your HDR, as well as your lamps).
  7. Use Clamp Indirect.
  8. The higher the Samples, the clearer the scene (be patient—masterpieces take work!).
  9. Download the most recent Blender program. I hear Blender 2.79 has a Denoise option.
  10. Trial and error—computer systems are different, and scenes are unique. You will need to play around with all of the above until you find the perfect method for you.

Video Editing

Blender comes with an internal video editor which you can use to add sounds and filters and export your scene into a video format. It is easy to use and works seamlessly with your PNG files.

Editing the videoEditing the videoEditing the video

Once you have rendered your scene into separate images, open a new Blender project. Change from the Default menu to Video Editing in your viewport. Start on frame 1, click add > images, and go to the folder containing your still images. Press the A key to select all images, and then open. 

You will now see your animation strip in the video editing viewport. Click play; if it plays too fast, you will need to slow it down by lowering the frame rates. By default, it is on 24. I set mine to 7, as you can see in the above example.

Tip: Use the middle mouse button to zoom into your strip for editing.

Adding Sound

Audio formatAudio formatAudio format

Let's add some sound to our scene. We will need to search for an applause and singing clip sound effect. If you plan on animating often, it would be a good idea to purchase a membership with a sound effect site like AudioJungle

There are also a few good sites for royalty-free sound effects. For this scene, let's go to freesound.org. You can sign up for free. I searched for an applause sound along with an opera song clip and saved it in a folder called sound effects. 

Next, we will add our sound effects to the video. As you can see, in the sample above there are separate channels. Add the applause sound effect to start at 1, and then add the song clip followed by the applause sound effect. You will need to move them accordingly to sync them with your frames. Hit play. Once you are happy with the sync and speed, it's time to export.

Tip: Use your right mouse button to move the strips to where you need them.

Video Export & Conclusion

In your video editing viewport, you should have a window for properties. In this window, you will see the frame rate and export folder options. Under output, you will use H264 with an AVI codec, and also use the MP3 format for our audio. Click render, and within a minute or two you will have your final video in your folder. Click play, tweak, and you are done!

What's in a Name? Data Analysis of 5,820 Steam Games

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What’s in a name? More than you’d think. Whether you’ve been working on your game for a long time or you’re just entering the planning stages, at some point you’re going to need a name. The title of a video game pushes the boundaries of our imaginations and causes us to recall memories. 

With more than 6,000 games being released on Steam each year, how many stir up player interest? Let’s take a look at some research we’ve done on titles released this year.

Why Are Titles Important?

Before we get into looking at the numbers, let’s quickly talk about why the name of a video game is so important. While it may seem like a minor part in the overall experience, the title is key—especially when it comes to marketing your game. In the fast-paced world of digital marketing, your title, a tagline, and an image or two may very well be the only thing a potential player sees. 

When searching through the Steam store, your title and a small image are all you have to promote your game. In the earlier ages of digital gaming, there was also a more limited amount of games being released overall. Pairing the glut of titles being released with this reduced marketing space makes a name more important than ever.

Beyond that, there are many other points to consider. Word-of-mouth marketing, search engine rankings, potential confusion with other existing titles, and more are all reasons to put extra effort into making sure your name is foolproof.

Now let’s take a look at the data.

Entire Set Statistics

We analyzed 5,820 games released this year (no free-to-play games included) to gather the following statistics. We focused on standalone titles released as their own product, so DLC and similar expansions were excluded from the data set. Brief explanations of the data and methods follow each data point.

Title Size

Of the 5,820 titles analyzed, the average title length in characters was 17.15, with a standard deviation of 10.26. So in general, games released this year ranged between approximately 7 and 27 characters, excluding outliers.

In terms of words, the average title length was 2.8 words with a deviation of 1.7, giving a general range between 1 and 5 words.

This shows a general trend towards more concise titles, which leaves two potential choices: following the trend, or deliberately avoiding it. Both offer distinct advantages in the current state of the market, and should be considered carefully when coming up with your own game title.

In addition to these ranges of character and word lengths, many of the games analyzed showed similar naming structures. From the early stages of analysis, there were less than two dozen title structures that accounted for more than 90% of the games. Of note is the current prevalence of titles using the structures “{noun} of {noun}” and “{noun}: {adjective} {noun}” (for example, West of Loathing and Divinity: Original Sin 2 respectively).

Title SizeTitle SizeTitle Size

Multi-Part Titles

15.14% of the total dataset was found to have a title with multiple parts. For the analysis, a title was considered to have multiple pieces when one of the symbols “:”, “-”, or “|” appeared and provided two distinct pieces of information. For example, “Yooka-Laylee” was not considered to have multiple parts, whereas “Steel Division: Normandy 44” was.

Unique Word Usage

One of the more interesting pieces of data collected was the usage of “unique words” within a game’s title. For our purposes, a word was considered unique if it did not exist as a dictionary definition within the ten most popular languages utilized by Steam players. Overall, 27.93% of titles were found to include a unique word within their title.

Unique Word UsageUnique Word UsageUnique Word Usage

References to Other Intellectual Property

Looking at our dataset for references to other Intellectual Properties (IPs) yielded a new subset that warrants further analysis later. 11.96% of the games in the dataset were found to reference a previous IP in some capacity—whether the IP was a previous game, movie, book, or other medium.

Using this subset to further research the relations between game sequels, movie-based games, and book-based games could make for an interesting project for those that want to do some number crunching of their own.

Measuring Up

Let’s look at how these titles stack up against top sellers. By looking at the top 10% of games and comparing them to the entire dataset, we can create a vivid picture of what’s important in video-game titles.

Title Size Comparison

The top 10% of games released this year, by sales, averaged a title length of 17.63 characters. Compared to the 17.15% of the general dataset, this shows that the top-selling games have a slightly longer title on average.

The average for title lengths by word count shows a similar result. The top games come in at 2.92 words, compared to the 2.8 words of the full dataset. Enough to show that the top games tend to be a little wordier.

Multi-Part Titles

19.17% of games in the top 10% of sales had multi-part titles, compared to 15.14% for the full dataset. The difference between these two numbers suggests that there may be a benefit to longer titles. This is likely due to the improved utilization of limited space developers have to attract potential players.

Usage of Unique Words

When it came to using unique words, the best-selling games were stellar! 48.19% of titles utilized at least one unique word, compared to just 27.93% of titles in general. This is a huge difference in data, and suggests that using unique words may make a game more memorable, or more likely to entice a would-be customer.

References to Other Intellectual Properties

In regards to other video games, movies, and books, top-selling games referenced them in 20.73% of cases—nearly double the 11.96% of the entire dataset. This shows a clear trend that extensions of existing franchises tend to perform better, or at least have a higher chance of being successful.

References to Other Intellectual PropertiesReferences to Other Intellectual PropertiesReferences to Other Intellectual Properties

Datasets, Sources, and Analysis Techniques

The dataset used for the research in this piece are provided entirely through SteamSpy and the Official Steam Web API. If you’d like to do your own research or try out other algorithms, those are the best places to start.

When reading through the data, keep in mind that limitations of the datasets and analysis techniques may have left gaps that could affect your results. For example, inherent issues exist, such as the effect of free weekends on sales data and games with sales equivalent to the margin of error.

While this data is still useful, these issues were difficult to control for.

Data Interpretation: What Does It All Mean?

We’ve gone over a lot of data, but what does it mean for you? Here are some of the clearest trends that we found:

Keep Titles Between 1 and 5 Words

Most games stay in this range, with the best-performing ones hitting the 3-4 word range. Try to choose your words carefully, and add as much description as possible within that limited space. If you’ve already found the perfect title, and it is a little short (1 word) or a little long (6-8 words), don’t worry—a little variation isn’t a bad thing.

Multi-Part Titles Yield More Interest

Players tend to prefer titles with multiple parts. The likely reason is that doing so allows for more information to be conveyed within a small space. Using the multi-part title to evoke additional emotions or description is a solid plan.  

Keep It Unique and Interesting

Titles including non-dictionary words are much more likely to perform better, so having something unique about your title can give it an edge among a list of average titles.

Sequels and Franchises Perform Better

Basing your game on a previous work gives it a better shot at being successful. This likely stems from the familiarity that players have with the original medium, but is also good news for indie devs who would like to turn their singular game into a series.

Further Research for Data Enthusiasts

Interested in how to take this to the next level? Here are two ways to expand the analysis done here for even more in-depth results.

Break Down the IP Subsets

We talked a little about the percentage of games that refer to already existent intellectual properties, but this subset can provide interesting data of its own. How many refer to previous games? Movies? Books? Another interesting line of research to follow would be to compare how multiple titles within a series perform. For example, are fourth games as good as third games?

What About the Worst Games?

We compared the top 10% of games to the entire dataset, but what about the bottom 10%? Segmenting this part of the data could lead to interesting new finds, especially when it comes to naming decisions to avoid.

Wrapping Up

The trends revealed can give you a leg up when it comes to naming your game. If you’re interested in doing a more in-depth version of this study, have questions about our findings, or would like to add to the discussion, leave a comment below!

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