Design of Characters in Cinema 4D: from the Sketch to 3D Printing
Details
A course by Aarón Martínez , Designer and Illustrator
About the video: Details
Overview
“Once the general model is finished, it is time to refine some details (wrinkles, buttons, lenses, etc.).”
In this video lesson Aarón Martínez addresses the topic: Details, which is part of the Domestika online course: Design of Characters in Cinema 4D: from the Sketch to 3D Printing. Learn to model with Cinema 4D, Illustrator, and Photoshop.
Partial transcription of the video
“Details are crucial. We have the basic outline of our character. but now it's time to enhance it with more lifelike features. Let's focus on the pants. adding some wrinkles for texture and increasing their volume. We'll also make similar adjustments to the shoes to enhance their realism. First. concentrate on one side. make a cut. ensure symmetry. and sew. This method ensures balance and precision in the final design. so here we will add a ring selection And we're going to create a new segment. Maya commands and connect. And now I will select... these three blocks and do the same Maya comma...”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Design of Characters in Cinema 4D: from the Sketch to 3D Printing
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Category
3D & Animation -
Software
Adobe Illustrator, Adobe Photoshop, Cinema 4D, V-Ray -
Areas
3D, 3D Animation, 3D Character Design, Traditional illustration
Aarón Martínez
A course by Aarón Martínez
Aarón Martínez is an illustrator and designer specializing in 3D and industrial design. His work is incredibly varied, ranging from the creation of images for printed media to web design and 3D printing.
In his spare time, he enjoys creating characters and their worlds, basing his ideas on the question, "What do they do when no one is watching?" He enjoys playing with words and contradictions and always tries to add a surreal touch to his storytelling.
Aarón also enjoys observing the small details of things because it helps him understand how to model. Although most of his projects are destined for print or web, he treats each piece as if it were going to be physically reproduced in 3 dimensions.
He has worked for Coca-Cola, Nike, Miroculus, and Aquacific, among others.
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