House Build Tutorial NAME: GRADE: ARTD 240 3D Modeling & Animation Deborah Ciccarelli, Assistant Professor

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1 ARTD 240 3D Modeling & Animation Deborah Ciccarelli, Assistant Professor NAME: GRADE: House Build Tutorial Goal: Create a model of a house by referencing drafts of a front and side elevation. Follow the steps below to build the house in C4D. Only the steps below are required to complete the tutorial. Due: February 25 th Open the starting file 1. Copy the project folder house_tutorial to your desktop or flash drive. 2. Open the file house_build_start.c4d 3. Review the file contents, which include 2 reference elevations of the house. Each is placed via a plane primitive and a material with the referenced bitmap applied to the plane. DO NOT MOVE OR DELETE THESE PLANES OR THE MATERIALS. Set your viewports to show the reference images 4. Change your workspace to show four viewports by clicking the little window rectangle in the upper right of your current viewport (assuming you are only looking at one, large view). 5. In the viewport with the Right camera, change the display to show shading a. From the DISPLAY menu (in this viewport), choose Gouraud Shading (Lines). You should now be able to see the bitmap image of the house. b. Repeat the above step for the Front viewport. Start the house 6. Create a primitive cube (in the command palette, find the blue primitive buttons and choose the cube)

2 7. Size the cube to match the main part of the house a. Move the cube to approximately the center of the main frame of the house (using the axis move arrows green, red, and blue) b. Scale the cube to match, utilizing both the Front and Right viewports (see figure, above); Use the Object tab in Attributes Manager in the lower right, or the little orange box handles on the cube. Size X: 468cm Size Y: 288cm Size Z: 800cm 8. Change the number of X segments to 2 (Attributes Manager, Object tab). Keep Y and Z segments to Turn your primitive cube into polygons by clicking the Make Object Editable button on the upper left 10. Rename the Cube main house (double- click the name in the Objects Manager to rename the object). 11. Find the Perspective viewport. In this viewport, select the edge (line) that divides the roof: a. Make sure your cube is active (click on it in the Objects Manager if it is not highlighted already) b. Switch to the Edge Tool in the modes palette along the left c. Pick up the Live Selection tool, and check the Only Select Visible Elements option in the Attributes Manager. d. Click on the center edge in the Perspective viewport to select it. e. Move the edge up to match the peak in the roof using the blue move arrow. Use the Front viewport to match the peak to the bitmap image. Create the roof 12. Select the two polygons that make up the top of the house: a. Switch to the Polygon Tool in the modes palette b. In the Top viewport, with the Live Selection tool, click and drag across two top polygons to select them 13. Extrude the roof:

3 b. Within any viewport (but not on the move arrows!) click and drag right to extrude the top polygons up and create the roof. Only drag a TINY amount just enough to match the roof thickness in the bitmap image (about 8cm). 14. Select the end polygons of your new roof geometry: a. Pick up the Live Selection tool b. Using the Front viewport, zoom in so only the roof peak is showing in the viewport (enough so you can select the small polygons) c. Click on one roof end polygon to select it, then hold down the shift key and click on the other end polygon (see figure, below) 15. Extrude the roof overhang: b. Within the Right viewport, (but not on the move arrows!) click and drag right to extrude the ends until the match the overhang in the bitmap image (about 18cm). 16. Repeats steps 13 and 14 for the opposite side of the roof. Note: Use the Perspective viewport to select the opposite side, or, use a Back viewport (CAMERAS menu > BACK) and change the display back to lines (DISPLAY > LINES) so you can see through the bitmap plane. Create the front bump out 17. Select the polygon on the front of the house a. Switch to the Polygon Tool in the modes palette (if not already active) b. In the Right viewport, with the Live Selection tool, click on the rectangle polygon that makes up the front face of the house. 18. Click on your Cube object in your Objects Manager. In the Attributes Manager, turn on the x- ray option under the Basic tab (which will allow you to see the bitmap image through your cube). 19. Pick up the Knife tool (STRUCTURE menu > KNIFE) 20. In the Right viewport, slice the front polygon along the two verticals to match the front bump out (see below): a. Zoom in until you can see the left and right bump out edges (below the small front roof) b. Click and drag with the knife tool starting from the bottom to the top (or vice- versa); hold the shift key (after you start dragging) to create a perfect vertical cut.

4 c. Repeat the knife cut for the other side of the bump out Note: If you click and drag, but don t appear to make a cut, be sure to look closely, or just undo the last cut (EDIT menu > UNDO) to be safe. The knife tool can be tricky. 21. Select the polygon in the middle by switching back to the Live Selection tool and clicking on it the middle front polygon (the bump out section) 22. Extrude the bump out: c. Within the Front viewport, click and drag right to extrude the bump out (match the depth to the bitmap image) 23. Create a new cube primitive and scale it to match the bump out roof a. From the command palette, find the blue primitive buttons and choose the cube b. Scale the cube to match the height, width, and depth of the roof bump out utilize the Front and Right viewport to match the dimensions. Note: if you want to use the little orange box handles, switch back to the Model Tool in the modes palette. c. Turn your primitive cube into polygons by clicking the Make Object Editable button on the upper left 24. Weld the top points to make the roof peak a. Switch to the Point Tool in the modes palette b. In the Right viewport, with the Live Selection tool, select the two points that make up the front top of the roof cube (click and drag across both, or use the shift key). c. Pick up the Weld tool (STRUCTURE menu > Weld) and click on the white box that appears between the two points in your Front viewport d. Switch back to the Live Selection tool and select the two points that make up the back top of the roof cube (use the Front or Top viewport) e. Pick up the Weld tool (STRUCTURE menu > Weld) and click on the white box that appears between the two points to weld them together 25. Select the two polygons that make up the top of the bump out: a. Switch to the Polygon Tool in the modes palette b. In the Top viewport, with the Live Selection tool, click and drag across two top polygons to select them

5 26. Extrude the roof: a. Pick up the Extrude tool (STRUCTURE menu > EXTRUDE) b. Within any viewport (but not on the move arrows!) click and drag right to extrude the top polygons up and create the roof. Only drag a TINY amount just enough to match the roof thickness in the bitmap image (about 6cm) 27. Rename the cube front roof 28. Add the main house and front roof together a. Create a Boole object (in the command palette, find the second set of green buttons and choose the Boole) b. In the Objects manager, select the main house and the front roof by clicking on them (hold the shift key to select the second object) c. Drag and drop both objects onto the Boole (to make them children of the Boole) d. Select the Boole object (click on it in the Objects manager) e. In the Attributes manager, set the Boolean Type to A union B (in the Object tab) Create the garage 29. Repeat steps 6 through 15 to create the garage on your own. Use the steps to reference tools and order of process, but utilize the viewport that is best for the location and side of the garage. Match the bitmap reference images as closely as possible for size.

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