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Chapter 4. Organic Modeling

Chapter 4. Organic Modeling

In this chapter, let's turn away from the technical applications of Cinema 4D.

Very often in 3D forums I hear from 3D enthusiasts who are seeking help modeling human heads. These people are not lacking the technical requirements for working in Cinema 4D, but rather the anatomical knowledge or artistic skills.

Since the advent of Version 6 and the inclusion of Hyper NURBS in Cinema 4D, ever more people are trying to create characters, that is, artificial figures with fantastic or realistic origins.

I would therefore like to explain in detail in this chapter how you can plan and create such an object.

Division of the Steps

So that the effort required for this complex workshop will seem worthwhile, I have divided it across the upcoming three chapters, so that each chapter has a different emphasis.

In this chapter we'll be working from the first sketch to the finished model of a human head. In the next chapter, we'll complete the head with a robotic torso and thereby learn something about the modeling of technical components. At the end of the next chapter, we'll add a space and group the objects into a scene.

In Chapter 6, we'll then use the expanded material system of Cinema 4D v7 to texture the scene as realistically as possible without using picture textures. There we'll also learn how to use radiosity and GI rendering methods to render the scene perfectly.

Each chapter is a unit unto itself. Therefore, you can skip over a chapter and jump in with the scenes and object data on the CD ROM at any point.

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