Follow this tutorial step-by-step to create a retro Nintendo Game Boy that you can use in video games, graphic design and illustration projects whilst learning how to model in Cinema 4D.
Some of the skills you'll learn in this tutorial include creating basic 3D modelling, importing reference images 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 retro Game Boy
1. How to Import Reference Images
Step 1
Use the middle mouse button to click anywhere on the viewport. This will display all four views. From there, use the middle mouse button to select the Front view.
Step 2
In the Attributes tab select Mode > View Settings.
Step 3
In Viewport [Right] select the Back button and click on the button next to Image.
Step 4
Select your reference image from the finder and open it. In this tutorial I'll use the front view of a retro Nintendo Game Boy to help me.
Step 5
Adjust the image size and transparency to your liking in the properties window.
2. How to Adjust the Cube Shape
Step 1
In the top menu bar select the Cube to spawn a cube into the scene.
Step 2
In the properties window, adjust the size so that the shape of the cube fits the shape of the Game Boy background image.
Step 3
The shape of the cube should roughly fit the shape of the Game Boy background image at this stage.
Ensure that you check the shape using the other camera views as well (perspective, side and top etc).
Step 4
Ensure that you check the shape using the other camera views as well (perspective, side and top etc). The size of the shape in the Z axis should be roughly half of what the Game Boy should be.
Step 5
Select the Make Editable button to make the shape editable. Next select the Edge Selection button.
Step 6
Select the bottom right corner of the shape. This is highlighted in orange.
Step 7
Once selected choose the Bevel Tool by using the mouse to Right Click > Bevel. Adjust the bevel by changing the settings in the properties window.
Step 8
Select the remaining three corners of the shape. This is highlighted in orange. Use the Bevel Tool to curve the corners slightly. The curvature of the remaining three corners should be less than the bottom right corner.
3. How to Create the Game Boy Shape
Step 1
Select the Move Tool. To duplicate this shape you will need to hold CTRL button on the keyboard and then click and drag the Blue Arrow using the mouse. Leave a small gap in between both shapes.
Step 2
Duplicate the shape again and place the new shape in in between the other two (in the middle). With the middle shape still selected, use the Scale Tool and shrink the middle shape by about 95%.
Step 3
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.
Step 4
Adjust the properties of the size and orientation of the cylinder using the properties window. The thickness of the cylinder should be roughly the same as the small gap created between the two larger shapes.
Step 5
Once you're happy with the size and shape of the cylinder, place it in between the two shapes in the gap.
4. How to Create the Screen
Step 1
Duplicate one of the larger shapes and then use the Scale Tool to reduce the thickness of the shape so that it becomes quite thin.
Step 2
Use the Move Tool and combine it with the Points Selection Tool to move the rounded corners of the shape so that it fits the size of the screen border (as shown in the background reference image).
Step 3
Select the points you want to move and then move them into place using the Move Tool.
Step 3
Create a new cube and change the shape of it so that it fits the main screen of the Game Boy.
Step 4
Once you're happy with the size of the shapes, use the Move Tool to place them on to the body of the Game Boy.
5. How to Create the 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.
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. Then use the Move Tool to move the button into the correct place using the background image as your reference.
Step 3
Duplicate the button and use the Scale Tool to increase the size slightly. You will want to increase the size uniformly so that the centre point of each object is the same (seen from the front view).
Step 4
Make sure that the duplicate cylinder is selected and click on the Make Editable Button.
Step 5
Now that the object is editable, we can edit the points. Make sure that the cylinder object is selected and click on Points Button.
Click on the Rectangle Selection Tool so that we can select the points you wish to edit. Once you've selected the points you can move them using the Move Tool.
Step 6
Use the Rectangle Selection Tool to select half of the cylinder. Then use the Move Tool to move the points to the right.
Step 7
Duplicate the button and use the Move Tool to move the button to the right.
Step 8
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.
Step 9
Making sure that you have the Model button turned on, select all three cylinder shapes which now make up your Game Boy buttons.
Once all three have been selected, press Alt-G on the keyboard to group them up. You can then rename the Null by double clicking on it.
Step 10
Select the whole group and use the Rotate Tool to rotate the buttons so that it matches the reference image in the front view.
Step 11
Ensure that you use the other camera views to ensure that the button placement is correct and moved to the right area.
6. How to Create the D-Pad
Step 1
To create the D-Pad, use a similar technique to creating the Game Boy buttons.
First, create the background cylinder. To do this 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.
Step 2
Resize the cylinder using the shape parameters window so that it fits roughly around the size of the D-Pad. Then use the Move Tool to move the cylinder shape in place.
Step 3
With the cylinder shape selected you can use the parameters window to adjust the radius, height and rotation segments of the cylinder.
The more segments you create, the smoother the circle will become. We also want to make sure that the height is not too large, as this shape will only be used on the surface of the Game Boy.
Step 4
Create a cube and use the parameters window again to adjust the shape so that it is roughly the same shape as half of the D-Pad.
Step 5
With the new cube shape selected you can use the parameters window to adjust the size or the D-Pad. This object will need to be duplicated in order to create the second half of the D-Pad.
Step 6
To duplicate this shape, select the cube from the object list. Press the CTRL button on the keyboard and click and drag the cube object.
Place the duplicate cube object on the list. This way of duplicating an object means that both objects are exactly the same in exactly the same position.
Step 7
Rotate the new D-Pad object using the Rotate Tool and rotate it by exactly 90 degrees.
Step 8
Make sure that you use the other camera views to ensure that the D-Pad placement is correct and moved to the right area.
7. How to Create the Start & Select Buttons
Step 1
Because the start and select buttons have a very similar shape to the shape that was created for the background for the buttons, duplicate the same shape.
Do this by pressing and holding the CTRL button on the keyboard and clicking and dragging the object using the Move Tool.
Step 2
With the new object selected, use the Scale Tool to make the shape around the same size as the start and select buttons in the reference image.
Ensure that you click on the background instead of the coloured icons when using the tool if you want to scale uniformly.
Step 3
Use the Move Tool and combine it with the Points Selection Tool to move the rounded corners of the shape so that it fits the length of the start and select button (as shown in the background reference image).
Step 4
Ensure the you have the object and Move Tool selected. Hold the CTRL button on the keyboard and click and drag the button to duplicate it.
Step 5
Ensure that you use the other camera views to ensure that the start and select button placement is correct and moved to the right area.
8. How to Create the Speakers
Step 1
Because the speakers have a very similar shape to the shape that was created for the start and select buttons, we will be duplicating the same shape.
Do this by pressing and holding the CTRL button on the keyboard and clicking and dragging the object using the Move Tool.
Step 2
Use the Rotate Tool to rotate the shape so that it fits the angle shown in the reference image.
Step 3
Use the Scale Tool so that the size roughly fits that of the speakers in the reference image.
Step 4
Use the Move Tool and combine it with the Points Selection Tool to move the rounded corners of the shape so that it fits the length of the speakers (as shown in the background reference image).
Step 5
Ensure that the length of the shape roughly fits that of the speakers in the reference image.
Step 6
Ensure the you have the object and Move Tool selected. Hold the CTRL button on the keyboard and click and drag the button to duplicate it.
Step 7
Duplicate the object several times until looks roughly the same as the shape of the Game Boy speakers.
Step 8
Ensure that you use the other camera views to ensure that the placement is correct and moved to the right area.
9. How to use Boole
Step 1
Select Boole by clicking on the small arrow on the bottom right of the Array button at the top of the screen.
Step 2
Select the objects that you want the Boole to effect. This will be the front part of the Game Boy and the speakers (which have been grouped together using Alt-G).
Put both objects into the Boole and make sure that the speakers group is placed below the Game Boy body.
Step 3
By using the Boole create cut outs using the shapes created.
Step 4
Use the different camera angles to double check the Game Boy model to make sure that it looks correct.
Coming Next
In the second part of the the tutorial series, I'll show you how to:
- Create Materials
- Colour in the Game Boy Model
- Render the Game Boy Model