The main element in the scene is the bridge, which is done using extruded objects; except the bottom ornament, which is a sweep nurbs object.
First I draw all the splines in Freehand 8. (You can create splines in Cinema 4D, but it is more comfortable for me to work in a vector-drawing based program, since they have may tools geared specifically to the manipulation of vectors.)
Next, I exported ALL the splines to Illustrator, and later imported them into Cinema 4D
To do this (import all "objects"), you must check "Group" and not "Join" atÂ "Import/export settings> Illustrator" to obtain separate objects to extrude later using different values for each one.
Using this technique all "objects" are already placed. Then, take each spline, one at a time, and drag it into the "Extruders" (extrude nurbs objects). I used "Cap and Rounding" for all extrusions to keep the edges from appearing hard.
When all splines are placed into the corresponding extruders, move objects in the Z axis to position the construction ornaments to the outsides, and the main bodies to the insides.
To create the bottom ornament I have a shape, and the bottom ornament path.Â I drag them both into a "Sweep Nurbs Object".
To finish the bridge, I duplicate the objects and elements I need, and put them in position
Walls are simple cube combinations..
The rear area is created using cubes, except the railing sticks; they were done using a combination of 1 cylinder and 2 spheres for each stick.
This person really isn't a full person! Is quite simple, really. I only modelled the visible parts (the figure is very small in the scene and seen from the back). To make the cape I created bezier-splines in Cinema4D and I dragged them into a "Loft Nurbs Object"(later, we can use a bump map to give more details to the cape). I can modify splines placed into Loft Nurbs Object, and view the results in real time.
To make the hat and the hat-feathers I used "Loft Nurbs" as well. (Really realistic feathers can be created by the use of Alpha Channels for transparency).
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