'Cinema 4D'

.
"Apple Pro Speaker Cinema4D Tutorial" by Martin "DerMattin" Ernst


Page 5


Teil05: Der Lautsprecher

 

Step 13: We create a number of circle splines (Objects-->Splines-Baseobjects-->Circle) and arrange them as shown on the image. Here's the view from the side. At the transitions I positioned the splines tighter together to achieve harder edges.

Afterwards we place all splines, one after another, in a Loft-NURBS object. (Objects-->NURBS-->Loft-NURBS)

 

Step by step.
Step 14: We create a box with a decent chamfering. The chamfer can be achieved by double clicking the box in the object manager and activating "chamfer".

Then we position the box at the place of the uppermost box on the image. Now we place the box in a null object and dublicate it 6 times along the x-axis (Functions-->Duplicate = 6 Copies, no Y-offset 360° (P-Value)). A null object is created which contains the new boxes. The old null object can be deleted.

Then we put the new null objct with the boxes and the Loft-NURBS object in a boolean.

Looks like this.

Step 15: Because the boolean wouldn't have worked correctly, we create another Loft-NURBS, which splines embrace the the holes. We copy the first spline into the new Loft-NURBS object and build it first upwards then to the left (See image). We strengthen the edges by placing the splines tightly together.
Again step by step.

 

So it looks.

 
Step 16: We use splines to construct the chrome parts.

Side view...

 
...and front.
This is what it looks like now. The frontmost spline is farther inside, that's how the soft rounding is achieved.
 
Step 17: We fill up rhe room with another tube, as seen on the image.
 
Step 18: The rest is filled up with a ring-base object (Objects-->Baseobjects-->Ring).

Here it is.

 
The speaker from behind.
 

Step 19: For the ring we make a texture:

Colour:
10% Brightness

Specular:
Plastic
Width 100%
Height 24%
Loss 3%
Inner width 0%


3D Total Homepage