Kobold. Shoe Modeling Tutorial 01: Model and animate a red high heel shoe. Software: CINEMA 4D R14

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1 Kobold Chara teranimation Shoe Modeling Tutorial 01: Model and animate a red high heel shoe Software: CINEMA 4D R14

2 Shoe Modeling Tutorial 01: Model and animate a red high heel shoe Welcome back to Kobold Charakteranimation Tutorials! Today we are going to model a red high heel shoe. Let us start by saying that you will need to invest a good amount of time to make your shoe look good and if you don t, well your shoe will look accordingly. You will need: - CINEMA 4D R14-1 JPG image of a high heel shoe - a fully rigged character 1.- For today s approach we will need a good picture of a high heel shoe. So, first open up a search engine such as google and under pictures type: sarenza twitter_pic2. Download and save this picture on your computer. We want to redraw the side of the shoe inside CINEMA 4D using the Create Polygon Tool. For that purpose, we will need to load this picture as our background picture. 2.- Start CINEMA 4D R14. 2

3 When working with 2D objects, please do so in the front view. Otherwise you might end up placing the points of the Polygon somewhere unexpected in space. 3.- Inside the Editor Window Menu go to=> Cameras=> Left. We will use the picture we downloaded to redraw the shape of the shoe. 4.- Inside the Editor Window Menu go to=> Options=> Configure. The corresponding Attributes-Manager appears on the right=> choose the Back tab=> next to Image there is a field + 3 dots=> click on them to browse for the picture of the red shoe. Make sure the option Show Picture is activated. 5.- Let s start redrawing the outline of the shoe CLOCKWISE. Do not stop to move or delete points- you can do that once you finished. Make sure to close the Polygon at the end by joining the last and the first point (just click on the last point again). To create the Polygon you can go to the Main Menu=> Mesh=> Create Tools=> Create Polygon. You create the points of just by clicking into the editor window. The result can look something like this: 3

4 It is always important to keep a good order and naming our objects correctly is an important part of it. 6.- Inside the Objects-Manager double click on the Polygon Object and name it: Shoe_R The R at the end of an object defines the orientation: We are creating the right shoe for our character. 7.- We also need to move our character s foot into the correct position for wearing a high heel shoe. Women practically walk on their toes when using high heels. In addition, we moved the knee forward to create an interesting pose: It is very likely that our shoe outline is not proportional with our character s foot. 7.-Let s adjust the size choosing the Scale Tool in Model Mode + holding the shift key to avoid messing up the original proportion. We need to come as close as possible to the size of our character s foot. 8.- Tweak, move & rotate the points + edges to adjust our outline to the right part of your character s foot. Sometimes you may need to enable Axis Modification. If you don t know how, please read up in CINEMA 4D s help section. Be patient. This takes a while but the more effort you put into this part the less corrections you will have to make later on. Here some screenshots that will give you a better idea of what your shoe outline should look like (more screenshots on the next page): 4

5 5

6 We still need the left side of our shoe. Don t worry- you will not need to go through the moving and rotating again. However, we still need to subdivide our shoe shape using the knife Tool. Try avoiding triangles when doing this as much as you can. They don t work well in CINEMA 4D. 9.- You can find the Knife Tool here=> Main Menu=> Mesh=> Create Tools=> Knife. In Point-Mode click on your first point and then drag to the point opposite of it to create the subdivision: 10.- Now we can mirror the shoe. Inside the Objects-Manager select the shoe object. In Polygon-Mode select all of the polygons, right click inside the Editor-Window=> a menu appears=> choose Mirror. Inside the Attributes-Manager of the Mirror Tool choose the World Coordinate System, Mirror Plane= ZY, Value =0 and then click on Apply. The original Polygonobject should not be located at X=0cm or else it won t be mirrored Select only the new polygons and move them along the Y axis as close as possible to the shape of your character s foot. Some additional moving, rotating of points + edges will be necessary (more screenshots on the next page): 6

7 7

8 This looks pretty good already! Our following undertaking will consist of closing the holes between the 2 sides of the shoe Let s first put a HyperNURBS object into the scene. (Main Menu=> Create=> NURBS=> HyperNURBS). It will help us see if we are closing our Polygon holes correctly plus we will need it later on anyways. We will show you once how to close a polygon hole. Then you can apply it to the rest of your shoe Inside the Objects-Manager, maintain the shoe object selected. We will close the following area: 14.- Main Menu=> Mesh=> Create Tools=> Create Polygon. To make our lives easier we will activate snapping Press the key V and a circular menu appears=> go to Snap=> enable: Enable Snap Vertex Snap You need to enable each option individually. Click outside the menu to close it. 8

9 16.-Zoom in to view the area you want to close. In Polygon Mode: Start with the top right edge. Move close to it with the mouse- once a highlighted white point appears click on it. Close the rectangle CLOCK- WISE. Remember to close the polygon at the end by clicking on the first point again at the very end: Let s check if we closed our polygon hole correctly Inside the Objects-Manager=> make the shoe a child object of the HyperNURBS object. If you did it wrong then your shoe will look something like the screenshot on the right. 9

10 If you did it right your heel will look as on the screenshot on the right. You can see that all the edges of the polygon are completely closed and connected to the polygons on its sides. Important: Inside the Objects-Manager=> Don t forget to take the shoe object out of the HyperN- URBS object to continue working. Once you are done closing all the polygon holes your shoe will (or at least should) look somewhat like this (more screenshots on the next page): 10

11 We are pretty far along the process so don t give up! 11

12 18.- We need to smoothen the aspect of the polygons with the help of a HyperNURBS object. However, we want to exclude the heel because its shape is much more edgy. For this purpose, let s select only the polygons of the heel and freeze the selection=> Main Menu=> Select=> Set Selection Now we need to set the weighting- everything but the heel should be affected by the HyperNURBS=> Main Menu=> Mesh=> Transform Tools=> Weight HyperNURBS. Inside the corresponding Attributes-Manager: Mode=Set, Strength = 100%, Interactive Minimun=0% and Interactive Maximum=100%. Click on Set. 12

13 Inside the Objects-Manager a Weighting Tag will appear next to the shoe object. If you click on it then the corresponding weights will be visible in the Editor Window. 20.-Inside the Objects-Manager make the shoe object a child object of our HyperNURBS. 21.-The area highlighted with a white circle is not finished yet. Simply turn the HyperNURBS momentarily off to edit the shoe object. (Note: You can deactivate the HyperNURBS object by clicking on the green check mark next to it inside the Objects Manager. It will turn into a red cross.) In Point Mode move the points of this area inwards then activate the HyperNURBS object again until it looks good. We may still have some parts where the foot shines through the shoe. First, we will give our shoe thickness and if the foot still shines through, then we need to select the corresponding area (in Polygon, Edge or Point-Mode) and pull the area outwards until no skin is visible anymore. First, we will give the shoe thickness Main Menu=> Simulate=> Cloth=> Cloth NURBS. Inside its Attributes-Manager=> Object Tab=> Thickness = 3cm. 13

14 Name the ClothNURBS Shoe_R Inside the Objects-Manager make HyperNURBS a child object of the Cloth NURBS. We want to add a seam to our shoe and this is quickly done: To further work on the polygons of the shoe we need to temporarily turn off both the Cloth NURBS and HyperNURBS Inside the Objects Manager simply click on the green check mark next to the Cloth NURBS and the HyperNURBS. They will turn into red crosses. 14

15 25.- Inside the Objects-Manager select the shoe object. In Edge Mode and using Loop Selection (Main Menu=> Select=> Loop Selection) make the following selection: 26.- Main Menu=> Mesh=> Create Tools=> Bevel. Inside its Attributes-Manager make both tabs (Options and Tool) visible: Inner Offset = 2cm, Subdivision=0. Var.=0%, Create N-gons DEACTIVATED, Type=Linear, Realtime Update ACTIVATED, click on Apply. 15

16 27.- In Polygon Mode and with the Live Selection Tool activated use the Ring Selection Tool (Main Menu=> Select=> Ring Selection) to select the newly subdivided ring of polygons: 28.- Select the Extrude Tool (Main Menu=> Mesh=> Create Tools=> Extrude). Go to the corresponding Attributes-Manager and give the Offset a negative value = -2cm. Then Apply the modification: 16

17 Finally, we are done modeling our shoe! All we need now is a material to apply on our high heel shoe. Even though we are going to create a pretty simple and straightforward material do not underestimate the power of materials! Ok, enough talking. Let s get back to work. Creating the Material for the shoe 29.- First you need to make sure that the Material Manager is open. It should be at the bottom of the page. If you cannot find it then open it again. Main Menu=> Window=> Material Manager Inside the Material Manager s Menu go to=> Create=> Shader=> Danel Double click on the new material to open the Material Editor=> on the left you can see the different channels=> select Diffuse (by clicking on the text)=> double click on the rectangle with a color (it is white by default) and choose a red color. We used: R=189, G=4 and B=4=> ok. In the same channel turn down the Illumination to 40%. Deactivate the following channels by clicking on the check mark (it will then disappear): -Specular 1 -Specular 2 -Specular 3 Select the Reflection channel and copy the following values: Intensity=2% Edge Intensity=20% Falloff=5% You can now close the Material Editor window. 17

18 Apply the new material to the shoe by dragging and dropping it onto the Cloth NURBS object inside the Objects Manager. You can add a Floor object + lights to your scene to give it the final touch. Render in CINEMA 4D s render view: Animate your Shoe 1.- You need to make your shoe object including ClothNURBS and HyperNURBS a child object of the foot joint (the joint that controls the movements of your human character). If you are using our Animation Room (by Kobold Charakteranimation) then you need to make the shoe object a child object of the joint rfoot rotation (slave). Just type in that name inside the Object Managers search bar to find it. Your shoe will now follow the foot s moves- it is attached to the foot. 18

19 There may be extreme positions where your foot s skin shines through the shoe. We can fix this by making these critical areas invisible. 19

20 2.- Select all the polygons of the critical area (usually the heel + toes) and freeze the selection=> Main Menu=> Select=> Set Selection. We will create a material which transfers the property of inivisibility. 3.- Material Manager=> Create=> New Material. Double click on the new material to open its Material Editor. On the left side activate the Alpha Channel. Next to Texture, click on the black arrow=> a menu appears=> choose Color. 20

21 4.- Click on the white rectangle and the Color Properties will become visible, choose R,G & B= With the polygons of the heel + toes selected, drag the new material onto this selection inside the Editor Window. Render. Now the critical area is invisible. If it isn t you might have to activate Mix Textures on your feet s material tag. We hope you had fun and are looking forward to your next visit! To be the first to know about a new tutorial we recommend you join us on Facebook. Kobold Charakteranimation Are you interested in professional character design and animation but you didn t venture to embark on this complex topic? We offer a Morph Room (over 600 Morphs!) and an Animation Room (Inverse and Forward Kinematic included) NATIVE in CINEMA 4D Studio. We are about to release our Recording Room where you will use the kinect to control the character s motion. 21

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