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| Framing Your Paintings Tutorial Author - Trigona (http://forums.biorust.com/member.php?u=258) |
In this tutorial, I will teach you how to design a painting frame in Cinema 4D
to hold and display your masterpieces in any 3D scene that takes your fancy. This tutorial
is written for beginners, but it covers a variety of techniques, so more
experienced users may benefit from its content too. So, without further
ado, here we go...
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Step 1: Create a cube object by clicking the add object button or selecting Objects -> Primitive -> Cube from the menu. Go to the attributes menu and copy the settings shown on the left. Make the cube editable by pressing C on your keyboard or Right-Click on the Cube icon and choose (Objects) -> Make editable. |
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Step 2: Now go to YX view by pressing F4, then go to Tools -> Polygons. If you have done this correctly, the cube wire frame will now be light-blue colour. Select the Knife tool by pressing K or selecting Structure -> Knife. Cut up the cube as illustrated on the left click-dragging and holding shift all the way across the cube. This will now become your frame. |
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Step 4a: As you can see, the frame is quite rough, so we will bevel it. Go to Bevel with Structure -> Bevel, and enter the settings shown in the image to the left in the Active Tool tab. These settings can be varied to give your frame many different funky shapes. Make sure that you still have the selection shown earlier, or things will start to look weird. |
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Step 4b:
If you render your model now, your result will look like the image opposite.
As you can see, though, its rather boring, grey, and plain. |
Step 5:
We will start by making
selections for the texturing. To start, press Ctrl + A to select the whole
object, then deselect the area on the front where the image will be and the
area on the back that isn't the frame (i.e. This is usually a plate of wood, holding
the image in place) using the Live Selection tool. This will become your
frame selection, so you can texture it without having the same texture all
over the model. When you have selected this area, go to the Set Selection
tool via Selection -> Set Selection. As you may notice there will show
up a red triangle on the right side of the Cube icon (Object). This is the
icon for a Polygon Selection Tag. Click the red triangle if you
haven't selected it already, and go to the attributes tab. Click on
basic in the Attributes and name it Frame. This will make
it easier to texture up this selection later. |
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Step 6: In this step, we will almost do the same as in step 5, so I will only cover the differing points. Select the area where the picture will be with the Live Selection tool (shown in image, selected is shown in red), and go to Selection -> Set Selection. Now choose Attributes -> Basic and name it "front". Do the same with the back part of it, but name it "back". |
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Step 7: Now to put textures onto our model. You will need to make four new materials (textures) in order to do this - 2 wooden materials, 1 sky material and 1 painting material. You can get good textures here if you need them. Download two wooden textures, preferably one lighter an one darker. Make a new material by pressing Ctrl + N or going to Materials editor at the bottom and choose File -> New Material. Do this four times. As you can see on the image, I've already added my materials and textures. Mat is the frame
wood. |
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Step 8: Now comes the tricky part of assigning a texture to the materials. Double-click the material called Mat, go to the colour subsection, click the bar to the right of the texture text and duplicate the settings shown in the image opposite. A file window should pop up. Just go to your lighter wooden texture and assign it as the texture. Now go to the Specular subsection and change the Width to 22% - this can be varied to give you different results. These settings may also need to be changed depending on the texture that you use. |