COVERING OUR TRACKS November-December 2004
by John Mantzefield
copyright 2004

The image on this months cover was made with Cinema4D-XL v8.5 as a 3D rendered model on a textured plane. The basic idea for the cover came from a lightsaber tutorial that I found on the Maxon (distributor of Cinema4D) web site. PDF tutorials like these are written by Maxon's support staff and by experienced C4D users. I added several parts to the lightsaber like the ring and it's support base on the end of the handle and the display base with it's metal name plate. I also changed the way the handle's grip surfaces were modeled.

LEARNING COMPLEX SOFTWARE
Tutorials like these are invaluable when you want to learn how other 3D artists use a program like C4D. The learning curve on a program like this is rather steep, but if you buy the CD .MOV tutorials that Maxon offers and work through some of the PDF tutorials it's possible to make great advances in a relatively short period of time. If you choose to learn software by using the click-around-until-something-happens method you're just cheating yourself by not learning time saving shortcuts and how many useful features can work together to produce useful results.

MANAGING THE LEARNING CURVE
When I bought my first complicated program (like Photoshop) I had a lot of trouble keeping track of the information that I was gathering about how to use these programs. I tried using notepad software and word processors to organize my notes, but with these programs there wasn't any way to conveniently include hand made drawings of unique icons or symbols, small "how-to" sketches, etc.

cot_thumb_nov_dec-04-1
After briefly using large loose index cards I switched over to the system I use to this day. Click on the image to the left to see an enlarged photo of one of my notebooks. At an office supply store I bought packages of white and colored 5X8 index cards (and tab dividers) and a few 7X9 3-ring binders. You'll also need to buy a 3-hole punch with adjustable spacing to punch holes in the index cards. I use colored roller ball pens and various hi-lighters to enter the notes across the long dimension of the cards. The ringed binders are opened so that the 8” side of the index cards is at the top. This unconventional 90 degree rotation of the cards and binder gives you a convenient layout of your notes that takes up a minimum of desk space. For additional software training I have purchased CD and DVD tutorials from the following companies and can recommend their products - Virtual Training Corp. (vtc.com) - Total Training Inc. (totaltraining.com) - Mac-Win Academy (macacademy.com) and PhotoshopVideos (photoshopvideos.com).

MODELING THE 3D PARTS
All C4D projects begin by setting up the basic parameters in the Render Settings dialog box. For this project all I needed to enter was the page size of the Mouse Tracks cover and the 170pi resolution of the TIF file that C4D would render. When you create a 3D scene you start by laying out basic shapes on a flat plane. It’s common to use "Primitive" shapes that are selected from an icon menu bar. Primitive shapes are basic forms like a cube, cylinder, torus, flat plane and so on.

cot_nov_dec-04-1

In situations where a complex cylindrical shape like the lightsaber's handle needs to be modeled more advanced techniques need to be employed. On a flat (top view) plane in C4D the outline of one half of the handle is drawn with modeling tools that work like Photoshop’s Pen Tool that is used to make Paths. You click and drag on control points and make a shape as seen (white line forming the half cutaway) in the image above at “A”. The circular white line and it's arrow at “B” indicates that the white line shape of the handle is rotated 360 degrees by a modeling function called "Lathe NURBS". This Lathe function instantly makes a completed cylindrical shape based on the cross section dimensions of the shape at “B”. The Lathe function is also used to make other cylindrical objects like a vase, light bulb or fountain pen. The cutaway view of the lightsaber handle in the image at “A” shows you how the handle can be formed by rotating the “B” shape through 360 degrees to make the fully formed polygonal object. A polygonal object is made up of dozens to thousands of small, flat three or more sided planes connected together to make a three dimensional object.

cot_nov_dec-04-2
Another complex shape that had to be modeled was the raised ribs on the hand grip part of the handle. This was done by selecting a flower petal/spoked primitive that was adjusted in it’s size and the number of spokes to create the white line shape in the image to the left at “A”. Two of these spoked shapes were made (one a little larger) and placed at each end of the object in the image. Once the two spoked primitives were correctly positioned all that was needed to make a finished object was to apply another 3D function called "Loft NURBS". This function creates a bridge of polygons between the two end shapes creating the 3D ribbing for the handle object. At “B” in the image the arrow is pointing to a flat checkerboard plane that represents the body of the handle.

cot_nov_dec-04-3
The organization of all the parts (including lights, colored texture maps, etc.) in a C4D project are handled in the Object Manager window which you can see in the image to the left. The spoked end pieces mentioned above can be seen in the image at “B”. These shapes are drag/dropped onto the Loft NURBS function at “A” which is referred to as a "Parent" object to the two spoked "Child" objects below it. This parent-child hierarchal structure is used to manage what could become an overwhelming morass of 3D objects, lights and surface textures. Null objects like the top one in the image (titled "Handle Grip Parts") are used as a container to hold groups of 3D parts. If the negative symbol (in the square box) to the left of the Handle Grip Parts name is clicked the entire lower group of parts collapses into the parent heading. By using this system that resembles the Mac Finders folder-in-folder concept it makes the management of large 3D projects fairly simple. An important element in making this work is to come up with cleaver yet logical names for the 3D objects your making and the NULL object containers your putting them in. This cover project is made up of 36 modeled objects, 10 texture mapping materials and 7 virtual lights.