Bulb Modelling Tutorial

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Bulb Modelling Tutorial

Post by evergreen on Tue May 15, 2012 6:28 am

Bulb Modelling Tutorial - Page 1

I've not attempted a tutorial
on modelling before, and it is not my intention to explain what the effect
of each tool used in the process is, but to give an overview of the process
itself. This tutorial is not aimed at beginners to C4D - it assumes that
you know how to use the poly modelling tools and how to navigate the various
attribute panes in the program. A fellow emailed me asking how to do the
base of a lightbulb, as seen in a couple of my renderings,
so I thought this would make a good subject to introduce a few concepts.
There are a LOT of pictures so this tutorial is spread across a number of
pages. Lets begin:

Step 1:
I used Adobe Illustrator to create the curve for the outline of the bulb
itself. I could have taken a photo of a lightbulb, but being lazy, I used
Google Image finder to locate one from the internet. A quick trip through
photoshop straightened the image up, and I placed the photo into Illustrator
to use as a guide. Here I have placed a guide through the center of the
photo, and have drawn a bezier curve around the glass portion of the bulb.
You could simply use the bezier curve tools in Cinema 4D to do this, but
the next couple of steps will show you why I chose not to.
Step 2:
I gave the curve I drew thickness by increasing the stroke value. In this
example I used 3 points so that the effect would be visible in this tutorial.
In practice, the real thickness of a lightbulb glass would be 1 point or
less. Once I am happy with the curve, I chose Object/Path/Outline Stoke.
This turns my single line bezier into a precise width double line - something
extremely difficult to do with Cinema 4D's bezier curve tools.






this site works
best on Firefox:


http://planetpixelemporium.com/tutorialpages/bulb1.html

evergreen

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Re: Bulb Modelling Tutorial

Post by evergreen on Tue May 15, 2012 6:30 am


Zoom in and make sure that the curve hits the guide line at the top,
and the two points there are lined up with the guide exactly.
Step 3:
Select the line segment joining the two points at the bottom of the curve,
and delete it. We will be drawing more of the glass at this point.
Step 4:
Complete the curve for the glass. You'll have to sort of wing it, using
the photo as a guide. In the example here I pretty much ignored the details
in the photograph and created a column inside the glass for the wires
to attach to. Every make of lightbulb is slightly different so you can
use some artistic license here. Make sure the end points line up on the
guide exactly. Press CTRL-R to make the rulers visible (if they are not
already visible). In the upper left corder of the ruler you will see too
crossed dotted lines. This is the zero point of the ruler. By clicking
and dragging on those lines, you can reposition where the zero, or origin
point, of your drawing is. Now, drag the zero point on the rulers down
to the bottom point of your glass curve so that the origin sits there
exactly. This point will now be positioned at 0,0,0 when this curve is
imported into Cinema 4D. Remove the guide line (important!) and the bulb
image, and save the curve out as an Illustrator EPS file, version 6.0,
no preview, no thumbnail.

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this site works
best on Firefox:



evergreen

الجنس : Female

عدد المساهمات : 1585
النقاط : 32814
التقييم : 34
تاريخ التسجيل : 2010-02-03

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Re: Bulb Modelling Tutorial

Post by evergreen on Tue May 15, 2012 6:31 am


Step 5:
Now we are ready to start in Cinema 4D. Create a new material, and place
your lightbulb template image in the color channel. Take note of the pixel
dimensions of the image. Create a Plane object, orientation in -Z and
make the width and height of the plane object to be the same as the pixel
dimensions of your template image. Apply the material to the plane. Set
the material transparency to ON, and the plane object will "ghost"
back, which will make it easier to see your work as you go. Pull the plane
back in Z a bit to give you room to work on the bulb as you create it.
Go to the Object hierarchy and add a DISPLAY tag to this object. Tick
off the USE box on the first tag attribute, and change the display mode
to GOURAUD shading. This will allow it to be visible in the various views.

Step 6:
From the file menu, MERGE the curve you created in Illustrator. First step
is to switch to Axis mode, and reposition the axis point to a world value
of 0 in X. Hit F4 to switch to FRONT projection, and then switch back to
Object mode to position/scale the curve till it matches up with the template
image. Since we were careful to position the zero point at the edge of the
curve in Adobe Illustrator, you should only need to position the object
in the Y axis only, and scale it to fit the template. Its important that
the right most points of the curve remain at a world value of 0 in X.

Step 7:
Switch to Point mode, and click the topmost point of the curve, and right
click to bring up the contextual menu. Choose Set First Point. Go to the
curve attributes and turn off "Close Curve", What should happen
is that the curve will have no connecting segment between the two points
at the top of the curve. Add a Lathe object to the scene, and parent it
to the curve.

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this site works
best on Firefox:



evergreen

الجنس : Female

عدد المساهمات : 1585
النقاط : 32814
التقييم : 34
تاريخ التسجيل : 2010-02-03

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Re: Bulb Modelling Tutorial

Post by evergreen on Tue May 15, 2012 6:33 am


Step 8:
Add a Cylinder object to the scene, with the following attributes: Radius
and Height to line up with your template as shown above, 18 Height Segments
(If you follow along the tutorial you will see later that this value should
have been 14 height segments but its sometimes valuable to see how to
fix mistakes later), 8 Rotation segments, and 1 Cap Segment. Once its
positioned and sized correctly Click the Make Editable icon, and switch
to Point Mode.

Step 9:
This is the part where you will be scratching your head trying to figure
out how this series of steps results in the screw threads of the base. I
am not sure I understand it myself. But it works. Chose the Rectangle Selection
tool, turn off "Only Select Visble Elements" in the Active Tool
Properties, and while holding down the SHIFT key, select every fourth row
of points in the cylinder, making sure to not select the first or last row.
Move these points some small amount in the X direction - I used 5 units
in this tutorial.

Step 10:
Select the next set of rows up, chosing every fourth row but do not select
the top row of points. Move these points 5 units in the Z direction.

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evergreen

الجنس : Female

عدد المساهمات : 1585
النقاط : 32814
التقييم : 34
تاريخ التسجيل : 2010-02-03

View user profile http://3loomi.4ulike.com

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Re: Bulb Modelling Tutorial

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