This
scene was created using Cinema 4D and was
done as follows. Please note that the models
shown are not the models in the final render.
I didn't know I would be making a tutorial
for this when creating it:
Modelling
Worm
The
eyes are just modified spheres. I place
a sphere in the scene, changed the segments
to 24 and then made it editable. I then
selected the polygons I wanted to represent
the eyeball part, extruded those polygons
in until it looked right and then enlarged
the extruded polygons slightly until they
looked like they were tucked under the eyelids.
Then to smooth it all out, I placed it in
a hypernurbs object. I then added another
sphere to represent the pupils.
Once
I was happy with the way it looked, I grouped
the two objects and duplicated it for the
other eye and moved it into place. I kept
in mind while modelling the parts the different
materials I wanted to use for each part
of the worm. This is done by selecting polygons
and assigning selection tags to those parts.
You can then apply different materials to
just those selections by assigning materials
to them.
The worm is also a modified cube. Once again.
I added another cube, made it editable and
then elongated it. I then made several cuts
in the geometry which will eventually become
the different segments of the worm. Once
I had the basic shape right, I then selected
the segments one at a time and extruded
them slightly. Next, I selected every other
row of points and moved them up slightly
to give it a more irregular appearance.
Next I placed the geometry in a hypernurb-object
to smooth it out and subdived it with hypernurbs
checked. For the mouth, I selected the polygons
which I wanted to represent the mouth and
extruded them inward. Next it was just a
matter of moving the points around to give
it a more irregular appearance. The tongue
was a cube that I shifted points around
until it looked like a tongue. :) After
I placed the eyes, I grouped all the objects
and applied a bend deformer to make it look
like gravity was pulling on it as it was
hanging in the beak.
Beak All
the beaks are duplicated with modified dimensions
to make them appear different. They were
made by placing a cube in the scene. I then
made it editable. From here, it is just
a matter of moving points around until you
get the basic beak shape. This will require
a couple cuts in the geometry which I have
illustrated. Next I placed the beometry
in a hypernurbs object to smooth it. To
create the depression on the inside of the
beak, I selected the polygons on the bottom,
inner-extruded them in slightly and then
extruded them inward. I then selected the
beak, duplicated it and rotated it 180 degrees
and moved it into place.
Background
This
was very easy. I created a photoshop file
with dimensions of the final render. I then
drew the background with simple colors,
added some trees from an older render and
blurred the heck out of it. No need for
lots of detail here. Simple as that. Next,
I placed a background object into the Cinema4D
file and applied a material that I had assigned
the photoshop background to in the color
channel.
Lighting
The
lighting for the scene was achieved by using
a "light dome" for the GI and
a spot for the key light. The "dome"
was done using a plug-in called Di-Tools.
I placed a sphere in the scene and enlarged
it greatly so it encompased the whole scene,
I changed the segments to 24 and made it
editable. I then added a low level omni
light (about 2%) with a value of 5% cyan
for a nice atmosphere and soft shadows.
Next,
add a di-cloner object to the object manager
and place the light and sphere within the
di-cloner object. When done in the right
order, the light will be duplicated on all
the points of the sphere. You can also adjust
the di-cloner object to place the light
on random points or polys.
Next,
since the bottom part of the dome contributs
very little to the lighting of the scene
and the fewer lights, the faster the render,
I deleted the bottom points of the sphere.
Next, I added the spotlight and adjusted
it until I was happy with the placement.
I assigned a 100% light blue value to the
light and gave it soft shadows also.
Materials
All
the materials used in this scene are a variation
of the same scenario. They are very basic
and done as follows: For the color value,
I used SLA fresnel. I then edited the fresnel
values by giving the 2 color values different
shades of the same color. I also added a very
slight 3D noise value in the bump channel.
Simple as that.
I hope that you find this tutorial useful
and believe that these techniques can be applied
to other 3D packages.
If you are interested in seeing any of my
other renders, please visit my gallery at
Renderosity. I haven't my own website yet
but have plans to do so. It can be seen here.