Boxmodel a simple head base.I would like to start with telling you that this is not a tutorial to a complete and realistic head. It is more a guide or recipe to how you could get a base object that can be used to all kinds of more detailed heads. This started cause I have been spending alot of time studing the meshes of great modellers like Martin Krol, Bay Raitt and maybe mainly "Bunk"(sorry don't know he's homepage). And wanted to translate that to cinema 4D. I used what I've learned from them and started to try to find a simple way in Cinema 4D to build a head built on the same main structure and polygon flow that they have in their models. I also prefer the sculpting feel that I think boxmodelling gives. I will do some shaping along the way that really can't be explained. But my advice is that you more or less make some shaping between most of the steps so that you will contain the basic shape of the head trough the whole process. Almost like sculpting in natural media. My plan is to continue with more tutorials on more detailed figures and will then continue from where I end with this. Magnus |
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I noticed that their is one thing I do a couple of times in the tutorial and to avoid explaining it every time, I will call it "Delete the middle part" and explain it here.
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| 1. This is a regular cube divided in half. Then half of it is deleteted. so the cut is still in the middle of the 3D space. | 2. I mark one(or more) polygon that has a edge to the middle gap. And make a inner extrude on this one. |
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| 3: Here is the result of the inner extrude. | 4. No I select the new polygon that is closest to th middle gap and deleting that. |
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| 5. The result fo the delete. If I would put this in a symmetry object now I will get a hole in the middle. | 6. To fix that i select the newly made points around the hole and set their x-cordinate to "0". |
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| 7. Second point. | 8. All this to get this "polygon loop" on a object that is half. |