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Course details
CINEMA 4D R16 (C4D) is a vital tool for motion graphics artists, visual effects (VFX) artists, and animators alike. Whether you're just starting out in one of these fields or migrating to C4D after many years in another program, your training should begin here. In this course, author Ian Robinson covers key C4D concepts, such as object hierarchies and relationships, and the essential skills for modeling with primitive objects, splines and generator objects, subdivision surfaces, and polygons. He also shows how to give your 3D models realistic-looking surfaces—the kind of surfaces that make objects seem bumpy, metallic, shiny, or even transparent—with materials and lighting. The final chapters of the course cover keyframe animation, camera movement, and C4D's popular MoGraph module. Dive in and learn what CINEMA 4D has in store for you.Skills covered in this course
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Course Transcript
I really enjoy teaching about subdivision surfaces because their name clearly defines their function. A subdivision surface takes geometry and subdivides it to create more smooth geometry. It does this by creating arcs between the mid point of edges. To show you what I mean, let's go ahead and add a cube primitive into the scene. With the cube selected, go to the Attributes and make sure you only have one segment on the x, y, and z axes. We're going to start with clean, simple geometry, just so we can see exactly what's going on here. Now let's add our subdivision surface. Go up to the button and click and hold. Notice it doesn't have a white line like our lathe, sweep, and extrude nurbs objects. So, if we go to the subdivision surface and add it in here, the way it functions, it needs a child. So, let's click on the cube and drag it and drop it into the subdivision surface. Now if your Edit window doesn't look like this, go up under the Display options and make sure you have Gouraud…Practice while you learn with exercise files
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![Surface Surface](/uploads/1/2/4/8/124895079/759260093.png)
In the top render is 3x the same object, from left to right: base mesh - base mesh in subdivision surface - base mesh in sub-d with edges modified with sub-d weight. This tag allows you control the impact of subdividing, either on edges or on points. Sometimes you need razorsharp cuts or corners and cutting the object wont help very much.
![Sharpedges Sharpedges](/uploads/1/2/4/8/124895079/282572496.jpg)