3D World

bootcamp: sculpt

How to model with Cinema 4D’s Sculpt module

- Mike Griggs Mike Griggs is a 3D and visual effects artist with vast experience across the industry, as both a creator and a technical writer. www.creativebl­oke.com

W hen approachin­g a model or scene that requires the refined modelling offered by sculpting, many 3D artists might assume this would be best achieved in a dedicated sculpting applicatio­n.

However, this may not be the best route because many of the leading 3D applicatio­ns have their own sculpting workflow.

This is true for Cinema 4D, which has an impressive sculpting platform, especially when mixed with Bodypaint, Cinema 4D’s 3D painting toolset.

The sculpting toolset in Cinema 4D offers all the core features that most sculpting tasks will need, including symmetry, wax, and a non-destructiv­e layer system, which is a powerful tool for managing the detail and additions in a sculpt.

There is also the ability to project a sculpted mesh onto another one. This enables versioning of topology from an initial sculpt, alongside a robust baking toolset, which can create normal and displaceme­nt maps from a sculpt to use on a low-poly mesh (this is particular­ly useful for game asset creation).

It isn’t just the tools that make the Sculpt workflow in Cinema 4D so refined; it has its own dedicated layout as well as the ability to customise an interface to the artist’s liking, while working with other workflows such as dynamics and animation.

The Soloing function within Cinema 4D can be really useful for isolating a sculpted object in a scene to modify it. The fact that a sculpt can be tweaked while in the middle of an animation task is a potentiall­y huge time-saver when compared to using an external sculpting applicatio­n. Couple this with the financial saving of not having to buy another sculpting applicatio­n, and it’s clear that if any sculpting needs to be done, the tools Cinema 4D offers may well be all that is needed.

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