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.
BRIDGE 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 Important: To do this (import all “objects”), you must check "Group" and not "Join" at "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. 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
WALL
Walls are simple cube combinations..
REAR AREA 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.
FIGURE
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).