In this beginner/ intermediate level tutorial, you will learn how to create and render a realistic interior scene in Cinema 4D and Vray. The first day will focus on modeling the room and all of the furniture, and the second on materials, lights, rendering, and post production.
Model, Texture, and Render an Interior Scene With Cinema 4D and VRay – Day 1
Oct 2nd in 3D Art, Lighting, Maxon Cinema 4D, Rendering, Shaders, Texturing by George LoffelmannThis tutorial is Day 1 in a series - Go to Day 2
Final Effect Preview
Step 1
Open a new Cinema 4D file, and go to 'Edit' > 'Preferences' > 'Units' (Ctrl + E), and set the "Basic Units" to "Centimeters". Create a new cube object, and in the 'Attributes' panel, change the "Size" to '500', '250', and '400', and the "segments" to '2', '1', '5'. In the 'Coordinates' panel, set the 'Y' position to '125' cm.

Step 2
Select the cube, and make it editable (C). Using the 'Live Selection' tool, select all of the polygons that you can see in the viewport, and delete them.

Step 3
Go to the top view (F2), and using the 'Live Selection' tool again, un-check "Only Select Visible Elements" in the 'Attributes' panel, then select the second and fourth strip of polygons.

Step 4
Pick the 'Scale' tool (T), and start dragging along the blue axis. After you begin dragging, hold the left mouse down, then press and hold the "shift" key, and scale the strips of polygons down to 0.2. Be careful not to press the "shift" key at the same time as the mouse button, or it will have a different effect.

Step 5
Select the bottom strip of polygons and set the 'Z' position to '-122.5' cm. Then set the top strip to '-57.5' cm. Now go to the perspective view (F1), and in 'Point Mode', delete any useless points.

Step 6
Still in 'Point Mode', switch to the top view (F2), select the only cut that is on the 'X' axis, and set the 'X' position to '-160' cm.

Step 7
Go to the perspective view (F1), and select the polygons to delete.

Step 8
Select the remaining side polygons, pick the 'Extrude' tool (D), set the "Offset" (in the 'Attributes' panel) to '-90' cm, and hit apply. Go to 'Point Mode', and using the 'Live Selection' tool with "Only Select Visible Elements" unchecked, drag over the bottom points on the floor. Go to 'Functions' > 'Optimize', and hit "OK" with default settings. Nothing will appear to have happened, but in actuality you have just merged any superfluous points.

Step 9
In the 'Object' panel, select the cube and turn 'X-Ray' on. Then, in 'Edge Mode', select the edges to bevel.

Step 10
Go to 'Structure' > 'Bevel', set "Inner Offset" to '0.5' cm, and hit "Apply". Turn the X-Ray back on, and delete the 'Phong' tag in the 'Object' panel. Rename the cube to 'Walls'

Step 11
Create a new cube, set the "Size" to '260' cm, '85' cm, and '45' cm. Turn on "Fillet", and set the "Radius" to '0.5' cm. Set the coordinates to '-120' cm, '42'.5 cm, and '-90' cm. Rename it to 'Unit', and delete the 'Phong' tag again.

Step 12
Make a copy of the cube you have just created. Change the "Size" to '265' cm, '5' cm, and '50' cm, and the 'Y' position to '87.5' cm.

Step 13
Create another copy of the 'Unit' object, change the size to '95' cm, '250' cm, and '5' cm, and set the position to '-205' cm, '125' cm, and '-112.5' cm. Make another copy, and change the 'Z' position to '-67.5' cm.

Step 14
Create yet another copy the 'Unit' object. Change the "Size" to '90' cm, '2' cm, and '45' cm, and the position to '-202.5' cm, '100' cm,and '-90' cm. Now select the most recent copy, and in the 'Object' panel, go to 'Functions' > 'Duplicate'. In the 'Attributes' panel, set the "Copies" to '2', and "Move" to '0' cm, '50' cm, and '0' cm, then hit "Apply". Move the first 'Unit' object into the 'unit_copies' object, and rename the 'Null Object' to 'Shelf'.

Step 15
Create a new cube. Set the "Size" to '50' cm, '80' cm, and '250' cm, and the position to '-225' cm, '40' cm, and '75' cm. Change "Z segments" to '5', and then make it editable (C). In 'Polygon Mode', select the last segment, and go to 'Structure' > 'Extrude' (D). Then, in 'Attributes' panel, change the "Offset" to '150' cm, and hit "Apply".

Step 16
Staying in the 'Polygon Mode', deselect the remaining polygons, and go to 'Structure' > 'Knife' (K). Then, in the 'Knife' tool's 'Attributes' panel, change the mode to "Loop". Drag the mouse the over the edges that you added before, and you will see a white line showing a preview of the cut. If you want to make a cut final, just press the left mouse button. Before you can do that, however, you have to set an exact percent value. Drag over the edge on the corner of the model, and then hit the "shift" key. Your cut should be gray now, which means that we can insert any percent value into the 'Attributes' panel. Go there, and set the "Offset" to '5%', press "Enter", and click anywhere in the viewport. You should have a nice cut in your model now.

Step 17
Go to 'Selection' > 'Loop Selection' (UL). Select the bottom line of polygons and go to 'Structure' > 'Extrude' (D). Set the "Maximum Angle" to '90°', and the "Offset" to '-3 cm'. Hit "Apply".

Step 18
Pick the 'Live Selection' tool, with 'Only Select Visible Elements' turned off, and select all of the top polygons on the model. Go to 'Structure' > 'Extrude' (D), set the "Offset" to '5 cm', and hit "Apply". Pick the 'Loop Selection' tool (UL), and select the top line of polygons you have just made. Go to 'Structure' > 'Extrude' (D), and leave the "Offset" at '5 cm'. Hit "Apply" again, and let the polygons stay selected. It will be useful in the next step.

Step 19
Now, hold down the 'Ctrl' key, and click on the 'Edge Mode' icon. The selection should automatically switch to edges, but now you should have a few unwanted vertical edges selected. Go to 'Selection' > 'Ring Selection' (UB). Drag the mouse over the selection until you see your new selection overlapping the unwanted vertical edges. Hold down the "Ctrl" key again, and click the left mouse. Now you should have just the horizontal edges selected.

Step 20
Go to 'Structure' > 'Bevel' (MS), set the "Inner Offset" to '0.5 cm', and hit "Apply". Delete the 'Phong' tag in the 'Object' panel. Name it 'Kitchen_Unit'.

Step 21
Create a new cube. Change proportions to '250 cm', '2 cm', and '40 cm', and the position to '-220 cm', '210 cm', and '75 cm'. Set the "Radius" to '0.2 cm'. Now, copy the cube, and change the 'Y' position to '170 cm'. Make another copy, change dimensions to '250 cm', '40 cm', and '30 cm', and move it up a little to '190 cm'. In the 'Object' panel, select the three cubes, and move it under the Null Object (Alt + G). Name it 'Cupboard'.

Step 22
Create a new cube. Change the size to '200 cm', '210 cm', and '50 cm', and change its position to '55 cm', '115 cm', and '175 cm'. Change the "Fillet Radius" to '0.5 cm', with 1 segment. Delete the 'Phong' tag, and name it 'cupboard_right'.

Step 23
Now you have to create a door for the cupboard. Open a new C4D file, and create a new cube with the proportions '3 cm', '75 cm', and '60 cm'. Increase the "Z segments" to '4'. Make the cube editable (C), the go to 'Selection' > 'Loop Selection' (UL), and select the two middle lines of polygons. Go to 'Structure' > 'Extrude' (D), set the "Maximum Angle" to '90°', and the "Offset" to '-0.5 cm', then hit "Apply".

Step 24
Deselect the polygons, and go to 'Structure' > 'Knife' (K). In the 'Attributes', panel select "Loop Selection". Create two cuts exactly in the middle of the two remaining lines of polygons.

Step 25
Go to 'Edge' mode, and using "Loop Selection" (UL), select the two cuts you have just created. Go to 'Structure' > 'Bevel' (MS), set the "Offset" to '0.5 cm', and click "Apply". You should have two very narrow loops of polygons. Go to 'Polygon' mode, pick the "Loop Selection" tool (UL), and select them. Go to 'Structure' > 'Extrude' (D), set the "Offset" to '-0.5 cm', and click "Apply".

Step 26
Create a new tube. Go to the 'Attributes' panel, and open only the "Object" and "Slice" tabs. Set the "Inner Radius" to '4 cm', the "Outer Radius" to '5 cm', the "Rotation Segments" to '16', the "Cap Segments" to '1', the "Height" to '1.5 cm', the "Fillet Radius" to '0.1 cm', with 1 segment, and "Slice" from '-90°' to '90°'. In the "Object" panel, go to the Phong Tag, and set the "Phong Angle" to '40°'. Set the position to '1.5 cm', '25 cm', and '26.5 cm'. Go to the "Object" panel, select both objects, move them under the Null Object (Alt + G), and name it "door".

Step 27
Select the door object, copy it (Ctrl + C), then go back to your main room file and paste it (Ctrl + V). Switch to the right view (F3). Select the "Object Axis" Tool, and drag the blue axis to the zero position. You can check the position in the 'Coordinates' panel, or just rewrite it there, then press "Enter".

Step 28
Go back to the perspective view (F1), and select the "Model" tool again. You can now change the position of the model as well as the axis. Place the door object at the coordinates '-198 cm', '55 cm', and '-15 cm'. Make two copies of the door object, and change their 'Z' positions to '50 cm' and '115 cm'.

Step 29
Make another copy of the door, and in the 'Coordinates' panel, set the 'H' rotation to '-90°', then move it to the coordinates '-81 cm', '55 cm', and '148 cm'. Duplicate the door once more, and change the 'X' position to '-146 cm'.

Step 30
Create a new cube, change the size to '45 cm', '25 cm', and '45 cm', then set the "Fillet Radius" to '10 cm', with '5' segments. Make it editable (C), go to the right view (F3), and switch to 'Point' mode. Pick the "Rectangle Selection" tool, check off the "Only Select Visible Elements" option, select the entire upper group of points except last line, and then delete them. Now go back to perspective view (F1), switch to the 'Model' tool, place the object at the coordinates '-223 cm', '83 cm', and '100 cm', and rename it 'sink'.

Step 31
Duplicate the sink object, and hide one of them. Then go to 'Polygon' mode, select the visible one, and go to 'Structure' > 'Close Polygon Hole' (MD), and drag the mouse over the top edge of the sink. When you see white cover it, then left click. Go to the 'Object' panel, and drag the 'kitchen_unit' above the closed sink object.

Step 32
Go to 'Objects' > 'Modeling' > 'Boole', and drag the closed sink and 'kitchen_unit' under the 'Boole' object in the hierarchy. Select the 'Boole' object, and go to the 'Attributes' panel. Make sure that "Boolean Type" is "A subtract B". Now unhide the first sink object and adjust the 'Y' position to '82.5 cm'.
Step 33
Go to 'Edge' mode and select the sink object (not the one in the Boole object), then go to 'Selection' > 'Loop Selection' (UL), and select the top edge of the sink. Go to 'Structure' > 'Extrude' (D), set the "Offset" to '0', and press "Apply". It may seem that nothing happened, but it is not true.

Step 34
Pick the 'Scale' tool (T), and start dragging out the gray center (between the red and blue axes). Go to 'Polygon' mode, pick the "Loop Selection" tool (UL), and select the circuit of polygons. Pick the "Extrude" tool (D), set the "Offset" to '-0.5 cm', and press "Apply".
Step 35
Open a new Cinema 4D file, and insert the cube. Set the size to '30 cm', '30 cm', and '30 cm'. Switch to the right view (F3), go to 'Objects' > 'Create Spline' > 'B-Spline', and hold down the "Ctrl" key to start drawing a spline according to the image below.

Step 36
Go to the perspective view (F1), and delete the 'cube' object. Go to 'Objects' > 'Spline Primitive' > 'Circle', and in the 'Attributes' panel, set the "Radius" to '1 cm'. Go to 'Objects' > 'NURBS' > 'Sweep NURBS', then drag the 'Spline' and 'Circle' objects into the 'Sweep NURBS' object in the hierarchy. In the 'Object' panel, select both objects ('Spline' and 'Circle'), then in 'Attributes' panel, change the "Intermediate Points" to "Natural", and set the value to '1'. Go back to the 'Object' panel, select the 'Sweep NURBS' object, and make it editable (C), then delete both 'Caps'.

Step 37
Go to 'Polygon' mode, pick the "Loop Selection" tool (UL), and select the outer loops of polygons. Pick the "Extrude" tool (D), set the "Offset" to '0.3 cm', and the "Subdivisions" to '1', then press "Apply".

Step 38
Leave the polygons selected, then pick the "Extrude Inner" tool (MW) from the 'Stucture' menu, set the "Offset" to '0.3 cm', and press "Apply". Go to 'Objects' > 'NURBS' > 'Hyper NURBS', and move the 'Sweep NURBS' into the 'Hyper NURBS' object in the hierarchy.
Step 39
Copy the whole HyperNURBS object (Ctrl + C), go back to your main room file, paste it (Ctrl + V), and set the position to '-235 cm', '100 cm', and '85 cm', and the 'H' rotation to '-45°'.

Step 40
Make a copy of rotated 'door' object, and change the coordinates to '-14 cm', '61 cm', and '148 cm'. Roll out the 'door' object in the 'Object' panel.

Step 41
Select the 'Cube' object, go to 'Point' mode, pick the "Rectangle Selection" tool, check off "Only Select Visible Elements", select all of the upper points, and change their 'Y' position to '-12.75 cm'. Select the 'Tube' object, change the coordinates to '0 cm', '-30 cm', and '0 cm', and change the 'P' rotation to '90°'. You can now roll back the 'door' object. Select the 'door' object, go to the "Axis" tool, and change the 'Y' position of the axis to '25 cm'. Switch back to the 'Model' tool.
Step 42
Make two copies of the 'door' and change their Y position to 51 cm and 77 cm.

Step 43
Create a new cube, change the size to '60 cm', '54 cm', and '3 cm', the "Fillet Radius" to '0.2 cm', with '1' segment, and set the position to '-14 cm', '108.25 cm', and '149 cm'. Duplicate the cube, change the size to '35 cm', '25 cm', and '3 cm', and set the 'Z' position to '148 cm'. Copy the cube again, change the proportions to '60 cm', '54 cm', and '3 cm', and set the 'Y' position to '135.75 cm'.

Step 44
Create a cylinder, and set the "Radius" to '2 cm', the "Height" to '3 cm', the "Height Segments" to '1', the "Rotation Segments" to '16', the "Orientation" to '-Z', and the position to '-28 cm', '135 cm', '147 cm'. Make four copies, and change their 'X' positions to '-21 cm', '-14 cm', '-7 cm', and '0 cm'. Change the "Radius" of the three middle cylinders to '1.2 cm', and the 'Z' position to '147.5 cm'.

Step 45
Create another cylinder, and set the "Radius" to 5 cm, the "Height" to '1 cm', the "Rotation Segments" to '20', and the "Orientation" to '+Z'. Place it to the position '-39 cm', '122 cm', and '149 cm'. Duplicate the cylinder, and place the copy at 'X' position '11 cm'. Duplicate it again, and place it to 'X' position '-14 cm', and 'Z' position '-145 cm'. Change the "Radius" to '0.5 cm', and the "Height" to '72 cm'. Now select all of the objects that make up the oven, group them (Alt + G), and name it 'oven'.

Step 46
Duplicate the door object, place it to the position '-14 cm', '194 cm', and '148 cm'.

Step 47
In the 'Object' paneL, select the door holder object, place it at the coordinates '0 cm', '-45 cm', and '0 cm', and change the 'P' rotation to '-90°'.
Step 48
Duplicate the door object, place it at '47.5 cm', '61 cm', and '148 cm'.

Step 49
Make two copies of this door, and move them to the 'Y' positions '137 cm', and 213 cm'.
Step 50
Create a new cube, set its ize to '50 cm', '0.5 cm', and '50 cm', change the position to '-91 cm', '85 cm', and '172 cm', and name it 'cooker'.

Step 51
Duplicate the 'cooker' object, change its size to '55 cm', '70 cm', and '0.5 cm', place it at '-115 cm', '185 cm', and '200 cm', and name it 'painting'.

Step 52
Create a new cube, set the size to '200 cm', '60 cm', and '250 cm', and place it at '-150 cm', '115 cm', and '75 cm'. Make it editable (C), then select the polygons according to the picture below.

Step 53
Delete those polygons, and select the two remaining polygons the are against the wall. Now pick the "Extrude" tool (D), set the "Offset" to '-0.5 cm', check on "Create Caps", and hit "Apply". Name it 'blocks'.
Step 54
Duplicate one of the doors that is under the oven, change the 'H' rotation to '0°', and place it at '-200 cm', '185 cm', and '-18 cm'.

Step 55
Switch to the right view (F3), then go to 'Point' mode, and with the '"Rectangle Selection" tool, select the top polygons and move them to 'Y' position '0'. Then, select the right group of points, and change the 'Z' position to '44.5 cm'.

Step 56
Lastly, select the 'Tube' object in the Object panel, and change its position to '0 cm', '-10 cm', and '11 cm'. Make two copies and place them at 'Z' positions '65 cm' and '147 cm'.

Step 57
Open a new Cinema 4D file. Create a cylinder, and set the "Radius", "Height", and "Rotation" segments to '12'. Make it editable (C), go to the 'Point' mode, select middle point of the top cap, and delete it.

Step 58
Select all remaining points (Ctrl + A), then go to 'Functions' > 'Optimize' and click OK.

Step 59
Switch to 'Polygon' mode, and with the "Loop Selection" tool (UL), select the bottom polygons. Pick the 'Scale' tool (T), and scale them down a little bit.

Step 60
select all of the polygons (Ctrl + A), choose the "Extrude" tool (D), set the "Offset" to '0.5 cm', and "Subdivision" to '1', then click "Apply". Create a new Hyper NURBS object, place the cylinder object into it in the hierarchy, and rename the Hyper NURBS to 'dish'. Copy dish object (Ctrl + C), paste it into your main room scene, and change the coordinates to '-223 cm', '91 cm', and '-13 cm'.

Step 61
Duplicate the dish object, and move it to '-223 cm', '217 cm', and '146 cm'. Create three more copies and rotate them a little bit to give it a natural look. Make another copy of the first dish, and place it at '-125 cm', '97 cm', and '-90 cm'.

Step 62
Create new cylinder, set the "Radius" to '2.5 cm', the "Height" to '10 cm', and the "Rotation Segments" to '16', and place it at '-40 cm', '5 cm', and '155 cm'. Make two copies, and place them at 'X' positions '13 cm' and '21 cm'. Name all of the cylinders 'block_foot'.

Step 63
Pick the "Live Selection" tool, and holding the "Shift" key, start selecting objects according to the image below. Now copy them (Ctrl + C), and paste them (Ctrl + V). Group these three objects (Alt + G), rename the group 'holder'. Change the 'H' rotation to 0°, and place it at '-248 cm', '157 cm', and '5 cm'. Duplicate it, and change the 'Z' position to '80 cm'.

Step 64
Open a new Cinema 4D file, insert a cube, and change the size to '10 cm', '10 cm', and '10 cm'. Go to the right view (F3), go to 'Objects' > 'Create Spline' > 'B-Spline', and hold down the "Ctrl" key to start drawing a spline according to the picture below. Go to the perspective view (F1), and delete 'cube' object. Then go to 'Objects' > 'Spline Primitive' > 'Circle', and in the 'Attributes' panel, set the "Radius" to '0.2 cm'. Go to 'Objects' > 'NURBS' > 'Sweep NURBS', and drag the 'Spline' and 'Circle' objects into the 'Sweep NURBS' object in the hierarchy. In the 'Object' panel, select both objects ('Spline' and 'Circle'), in the 'Attributes' panel, change the "Intermediate Points" to "Natural", with a value of 3. In the 'Object' panel, select the 'Sweep NURBS' object, make it editable (C), then delete both 'Caps'. Name this new object 'hook'.

Step 65
Copy the hook into the main scene, place it at '-245.3 cm', '154 cm', and '-12 cm', and change the 'H' rotation to '90°'. Make some copies, and place them along the holder.

Step 66
Open a new Cinema 4D file, insert a cylinder, change the "Radius" to '1 cm', the "Height" to '3 cm', the "Height Segments" to '3', the "Rotation Segments" to '32', and the "Orientation" to '-X', then make it editable (C).

Step 67
Pick the "Loop Selection" tool (UL), and select last loop of polygons.

Step 68
Pick the "Extrude" tool (D), set the "Offset" to '0.5 cm', and hit "Apply".

Step 69
Go to 'Edge' mode, and with the "Loop Selection" tool (UL), select the two new edges. Pick the "Bevel" tool (MS), set the "Offset" to '0.05 cm', and hit "Apply". Go to the Phong Tag, in the 'Object' panel, and set the "Phong Angle" to '15°'. Name the new object 'little_holder', then copy and paste it into the main scene.

Step 70
Change the position of 'little_holder' to '11 cm', '80 cm', '-78 cm', duplicate it, and change the 'Z' position to '-100 cm'.

Step 71
Create a new Cinema 4D file, insert a cube, change the size to '28 cm', '2 cm', and '28 cm', and set "Fillet Radius" to '0.2 cm', with one subdivision.

Step 72
Duplicate the middle cube, then hide everything else. Unhide the cubes in the 'Object' panel, pick the "Scale" tool (T), and scale the polygons up a little bit. Select all of the objects in the 'Object' panel, group them (Alt + G), and name it 'chair'. Copy and paste the chair into the main scene.

Step 73
Select the cube, and in the 'Attributes' panel, check off the "Fillet". Change segments to '10', '1', and '10', then make it editable (C).

Step 74
Pick the "Live Selection" tool, and select bottom corner polygons, then pick the "Extrude" tool (D), and set the "Offset" to '70 cm', and hit "Apply".

Step 75
Duplicate this cube, set the size to '24 cm', '2 cm', and '24 cm', and change the 'Y' position to '45 cm'. Duplicate the cube again, set the 'Y' position to '48 cm', change the size to '26 cm', '4 cm', and '26 cm', and set "Fillet Radius" to '2 cm', with '5' subdivisions.

Step 76
Change the position of chair to '-70 cm', '60 cm', and '-25 cm'. Make three copies and distribute them around the table. Add some rotation for variety.

Step 77
Open a new Cinema 4D file, insert a cube, change the size to '30 cm', '30 cm', and '7 cm', and make it editable (C). Go to the 'Polygon' mode, select the polygons according to the first image below, then delete them. Pick the "Scale" tool (T), and scale the polygons up a little bit. Select all of the objects in the 'Object' panel, group them (Alt + G), then name it 'book'. Copy and paste the book into the main scene.

Step 78
Go to 'Edge' mode, select the two middle edges, pick the "Bevel" tool (MS), and set the "Inner Offset" to '1 cm'.

Step 79
Stay in 'Edge' mode, and select the two rear edges, then pick the "Scale" tool (T), and scale them down a little bit.

Step 80
Go to 'Polygon' mode, select all polygons (Ctrl + A), then pick the "Extrude" tool (D), and set the "Offset" to '0.3 cm'. Check on the 'Create Caps' option, and press "Apply".

Step 81
Create a new cylinder, set the "Radius" to '1 cm', the "Height" to '40 cm', the "Rotation Segments" to '20', and change the 'Y' position to '-10 cm'.

Step 82
Go to 'Objects' > 'Modeling' > 'Boole', drag both objects under it in the hierarchy (the cube has to be first), and rename the Boole to 'file'.

Step 83
Copy and paste the 'file' object into the main scene, and change the position to '-175 cm', '116 cm', and -105 cm.

Step 84
Make a few copies and distribute them in the book case.

Step 86
Create a new Cinema 4D file, insert a plane, change the size to '160 cm', and '80 cm', with '40' width segments, and '20' height segments. Make it editable (C), switch to the top view (F2), then go to 'Polygon' mode. Pick the "Brush" tool (MC), and in the 'Attributes' panel, set the "Radius" to '50 cm'. Create some unevenness to the plane.

Step 87
Switch back to the perspective view, and in 'Point' mode, select all points (Ctrl + A).

Step 88
Go to 'Structure' > 'Set Point Value', and in the 'Attributes' panel, set "Crumpel" [Normal] mode value to '1', and click "Apply".
Step 89
Go to 'Polygon' mode, select all polygons (Ctrl + A), pick the "Extrude" tool (D), set the "Offset" to '0.5 cm', check on 'Create Caps', and click "Apply".

Step 90
Create a Hyper NURBS object, and move the plane under it. Select plane in Object panel, go to 'Polygon' mode, and select all of the polygons. Pick the "Iron" tool (MG), set the "Percent" to '70%', and hit "Apply".

Step 91
Rename the Hyper NURBS to 'carpet', copy and paste it into the main scene, and place it at the position '-90 cm', '0.5 cm', and '75 cm'.

Step 92
Open new Cinema 4D file, and switch to the right view (F3). Create a new cube, and change the size to '10 cm', '10 cm', and '10 cm'. Go to 'Objects' > 'Create Spline' > 'B-Spline', and draw a spline according to the image below. Make sure that the last point is exactly at the coordinates '0 cm', '-5 cm', and '0 cm'.

Step 93
Go back to the perspective view, and delete the cube. Go to 'Objects' > 'NURBS' > 'Lathe NURBS', and move the spline object under it in the hierarchy. Select the spline, in the Object panel, then go to the 'Attributes' panel, and change "Intermediate Points" to "Natural" with a value of '4'. Select the Lathe NURBS object, in the 'Object' panel, and make it editable (C).

Step 94
Go to 'Polygon Mode', select all polygons (Ctrl + A), pick the "Extrude" tool (D), set the "Offset" to '0.25 cm' with one subdivision, check on "Create Caps", and press "Apply".

Step 95
Select two polygons as shown.

Step 96
Pick the "Extrude" tool (D), set the "Offset" to '3 cm' with one subdivision, uncheck "Create Caps", and press "Apply".

Step 97
Rotate and move the end polygons separately, until it looks like the image below.

Step 98
Now select both polygons, and pick the "Bridge" tool (B) to connect the polygons.

Step 99
Pick the "Knife" (K), select "Loop" mode, and make a cut approximately in the middle of the new joint.

Step 100
Go to 'Edge' mode, select the cut using the "Loop Selection" tool (UL), and move it a little bit.

Step 101
Go to the right view (F3), pick the "Brush" tool (MC), and adjust the shape.

Step 102
Go to the perspective view (F1) and rename the Hyper NURBS to 'cup'. Copy and paste it into the main scene, and place it at '-20 cm', '95 cm', and '-80 cm'.

Step 103
Create some copies of the cup, and distribute them on the hooks.

Step 104
Open a new Cinema 4D file, create a cylinder and set the "Radius" to '9 cm', the "Height" to '1 cm', the "Rotation Segments" to '45', the "Fillet Radius" to '0.1 cm' with 1 segment, and then make it editable (C). Set the "Phong Angle" to '40°'. Pick the "Loop Selection" tool (UL), select the top polygons of the cylinder, pick the "Extrude Inner" tool (I), and in the 'Attributes' panel, set the "Offset" to '8 cm', then click "Apply".

Step 105
With the polygons still selected, pick the "Extrude" tool (D), set the "Offset" to '2 cm', and click "Apply".

Step 106
Create a new cylinder, set the "Radius" to '1 cm', the "Height" to '8 cm', the "Orientation" to '-X', the "Fillet Radius" to '0.2 cm' with '3' segments, and change the 'Y' position to '3 cm'.

107
Create a new cylinder, and set the "Radius" to '0.3 cm', the "Height" to '40 cm', and the "Rotation Segments" to '24', and change the position to '3 cm' and '23 cm'. Duplicate it, and change the 'X' position to '-3 cm.'

Step 108
Pick the "Live Selection" tool, and select last three cylinders. Set the 'P' rotation in the 'Attributes panel' to '-90°', and change the position to '0 cm', '43 cm', and '10 cm'.

Step 109
Select the last six cylinders and group them (Alt + G).

Step 110
Switch to the right view (F3), go to 'Axis' mode, and drag the axis to the coordinates '0 cm', '3 cm', and '0 cm'.

Step 111
Go to the perspective view (F1), select the last two cylinders, and change their heights to '25 cm' and their 'Z' positions to '12 cm'.

Step 112
Duplicate the third cylinder and move it under the Null Object in the hierarchy. Change the 'Z' position to '25 cm'.

Step 113
Go to 'Objects' > 'Create Spline' > 'B-Spline', and hold down the "Ctrl" key to start drawing a spline according to the image below. Go to 'Objects' > 'NURBS' > 'Lathe NURBS', and set the 'Z' position to '29 cm'.

Step 114
Move the spline object under the 'Lathe NURBS' in hierarchy. Select the spline in the 'Object' panel, then in the 'Attributes' panel, change the "Intermediate Points" to "Natural" with a value of '8'. Move the 'Lathe NURBS' object under the 'Null' object in hierarchy.

Step 115
Select the 'Null' object, and set the 'P' rotation to '25°'.

Step 116
Select everything in the 'Object' panel, group it (Alt + G), and name it 'lamp'.

Step 117
Copy and paste the 'lamp' object into the main scene at position '-70 cm', '92 cm', and '-90 cm'. Add some rotation for variety.

Step 118
I have rendered the preview image by enabling "Ambient Occlusion" in the "Render Settings". We will cover more detailed materials, lighting, and rendering in the next part .

This tutorial is Day 1 in a series - Go to Day 2
Don't miss more exciting tutorials and articles published daily! Subscribe to Cgtuts+ by RSS.













User Comments
( ADD YOURS )Dizzyfry October 2nd
Cool !!
( )Marcos October 2nd
Excellent Work!! Waiting second part!
( )Georgi "Vrednia" Zahariev October 2nd
its a nice tutorial, but i wish you’ve made the interior a little bit more detailed in some places..but still nice one for beginners
( )3DDave October 2nd
AWESOME TUTORIAL!!!!!!!!!
( )MORE C4D MODELING TUTES!
Antony Ferreira October 2nd
Nice tut! Georgi, this is day one, maybe day tow comes whit a extra detail on the scene. Whatever it gives it or not, this steps give a guide for begginers to manage the construction of a scene of this kind. Waiting for the rest! keep on
( )Web 2.0 Tools October 2nd
A very detailed tutorial, great work, hope to see some more works from you… Thanks!
( )Rafael Guerra October 2nd
That was intense…thanks a bunch, one of the bestbest tuts I have seen over here, congrats!
( )Daniel Grid October 2nd
Very Nice job, It was better If it was a video tut.!
( )f1a5h84ck October 2nd
Thank you very much for spending your time doing this awesome tut!
( )wynboost October 2nd
its about time some cinema 4d tutorial!this one kicks A_ _ !!
( )mushtools October 2nd
top quality tutorial
( )m-_g October 3rd
Greaaaaat tut !
I’m impressed how everything begin with a box … I’d never model like this, with simple commands
( )thanx dude
g3niuz October 3rd
wooow..
just waitin’ for part 2
( )Per Karlsson October 3rd
Thanks alot for this tutorial, really looking forward to the second part, since it can be quite hard to find good tutorials that combine C4D and Vray!
( )A04one October 3rd
brother…. good tutorial congratulations very complete nice!!!
( )Roberto XSM October 3rd
This is what i was waiting for
( )AP October 5th
Wow almost a month goes by before another Cinema 4D tutorial went up. What happened to trying to work all the apps and be balanced, getting in one a week?
Anyway – To the composer of this tutorial, well done.
( )Kaleb Aylsworth October 5th
Yes, it is always the goal to keep things as balanced as possible between all the major apps. Unfortunately, a few of our regular C4D authors all had setbacks at the same time, and it took a couple of weeks to develop supplementary C4D content. The good news is, all our regular C4D authors are back onboard, and we even picked up a couple new C4D authors too!
( )Flo October 6th
awesome
– first time that I found a tutorial which explains the whole process from start to end step by step..
looking forward for the 2nd part..
( )Andy October 6th
Thanks for this amazing Tutotial, I having problems in “Step 17″ intead of extrude like the picture extrude but create small cubes in all the corners.
( )jiaoshao October 7th
Maximum Angle” to ‘91°’
( )江少 October 7th
Maximum Angle to 90°
( )David October 12th
waiting for day 2, please!!!
( )patricia October 16th
i have a problem with extrude, extrude create a border stranger..arrrgggh Why!!!! help me , please!
( )Scott Murray October 19th
Awesome tut so far dude but PLEASE help me with step 43, the oven, I made and positioned the cude exactly how you said to but it keeps overlapping the top cupboard door, and when i make the duplicates the sizing looks all wrong compared to the images you provided, PLEASE HELP ME!! ive followed the tut twice to make sure i want doing anything wrong but I can never get past step 43!!!
( )Scott Murray October 19th
also you have missed out a big section on actually creating the chair in step 71/72, you go from insterting one cube, then setting the size, then all of a sudden you have 3 more cubes with different positions etc????????
( )Franco January 5th
Yes, I got confused a lot!
( )salman October 23rd
Awesome
( )Gl October 24th
Best tut of CG!
( )beatnicker October 28th
Nice Tutorial, but where is the 2nd Part?
( )Jeroen Boumans November 3rd
When is the 2nd part comming
( )ahmed November 4th
waiting for the second part
i wonder u will make it
( )tanveer November 9th
I m waiting for 2nd part? Hurry man
( )Alex November 11th
Please let me know, where is the second part of this tutorial?
( )Who knows????????!!!!!!!!!!!!!
pfx November 17th
Great Tutorial.
Please when will Part 2 be ready as it is the bit we all really want.
( )Kaleb Aylsworth November 18th
Second part is coming later this week! Sorry for the delay:)
( )chiconeto November 18th
I did it, i just made a extrude with 100º and it’s works
Thank’s a lot, great tutorial, hope to see the second part
( )Marty November 18th
Brilliant Tutorial. I have learned more in this last couple of hours than I have in the last 3 months. Thanks a lot. Can’t wait for the materials to be added. One question…can you please explain the phong tag…why, when and where should it be used.
( )Spencer November 20th
In step 2 it says to delete all of the polygons, however when I do this it also deletes the edge segments. How do you keep ‘em?
Thanks!
( )Jordan Cain December 10th
As someone mentioned before me, Step 43 is bogus. Incorrect dimensions across the chart in comparison to the picture. Makes it very difficult to continue when I have to constantly re-calculate my numbers so everything else will fit.
I guess it’s not too bad since, by now, I’ve done enough in this tutorial to help me in other projects. I understand there is a lot of numbers to keep track of in a huge tut like this, but some re-checking wouldn’t hurt.
( )chrispan December 14th
yeah, wrong numbers in 43. that makes it a little bit difficult.
( )but very nice tut so far.
Rick Bross December 15th
how do i delete polygons in Step 2 w/o is deleting my cube?
( )Franco Bertoncini Andrade January 6th
I completed the first part of the tutorial, really good! Yes, there are some steps that need to be corrected and be more detailed, anyway, still a great tut.
( )