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How to Model a Low Poly Wolf in Cinema 4D

Final product image
What You'll Be Creating
Follow this tutorial step-by-step to create a low poly wolf model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 
Some of the skills you'll learn in this tutorial include creating basic 3D modelling, importing reference images, adding lighting to the scene and basic rendering techniques.
In this, the first part of the two-part tutorial, I'll show you how to:
  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Wolf Body
  • How to Model the Wolf Head
1. How to Import Reference Images
Open Follow this tutorial step-by-step to create a low poly wolf model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly.  and use the middle mouse button to click anywhere on the viewport. This will display all four views. From there, use the middle mouse button to select the Right view.
Multiple viewport by clicking on the middle mouse button
Multiple viewport by clicking on the middle mouse button
In the Attributes tab select Mode > View Settings.
Attributes tab select Mode  View Settings
Attributes tab select Mode View Settings
In Viewport [Right] select the Back button and click on the button next to Image. 
Selecting reference image
Selecting reference image
Select your reference image from the finder and open it. In this tutorial we will use the side profile of a wolf to help us. 
Reference image shown in the background
Reference image shown in the background
Increase the transparency of your reference image by entering a percentage or using the bar next to the transparency option. For this tutorial we have set the percentage to 70%.

Setting transparency to 70
Setting transparency to 70
To create the model of our wolf we need to create a Loft. Select Subdivision Surface > Loft.
Selecting Loft
Selecting Loft
Delete the Phong Tag from your Loft. This will remove any smoothing from your model and will ensure that it maintains the Low Poly look.
Removing the Phong Tag
Removing the Phong Tag
Select Pen > n-Side. This will create the polygons that we will use to model the Low Poly Wolf.
Selecting n-Side
Selecting n-Side
Move the n-Side below the Loft. This will enable the option to edit the polygon.
Moving n-Side below Loft
Moving n-Side below Loft
Use the Move Tool to position the n-Side so that it is in line with the left side of the wolf in your reference image. 
Positioning n-Side to fir the reference image
Positioning n-Side to fir the reference image
Make sure that you have n-Side selected on your side panel.
n-Side is selected
n-Side is selected
Use the Move Tool and hold the Control button on your keyboard then hover over the arrow. The mouse pointer should change to indicate that you can duplicate the polygons. From there, simply click and drag to create polygons for your wolf.
Duplicating polygons
Duplicating polygons
Use the Scale Tool to scale the shape of your polygon down or up so that it matches your reference image as it reaches specific points in the body. For example, scale the polygon down as your reach the start of the hip as shown in the image below.
Using the scale tool
Using the scale tool
Use the Rotate Tool to change the direction of your polygon so that it follows the shape of the wolfs body according to the reference image.
Using the Rotate Tool
Using the Rotate Tool
Continue to use a combination of the Move Tool, Rotate Tool and the Scale Tool, until you have completely mapped out the body of your wolf.
Modelling the shape of the body using the image reference
Modelling the shape of the body using the image reference
Return to perspective mode by using the middle mouse button and selecting the perspective view. 
Body of the Wolf in perspective view
Body of the Wolf in perspective view
Make sure that Loft is selected. This will enable new options in the bottom right corner.
Loft selected
Loft selected
Tick the box for Linear Interpolation. Now adjust the three top options (Mesh Subdivision U, Mesh Subdivision V and Isoparm Subdivision U) in order to create a low poly look that is to your liking.
Editing the Loft properties
Editing the Loft properties
Repeat the steps above to create other parts of the body like the tail.
Adding the tail to the body of the Wolf
Adding the tail to the body of the Wolf
Repeat the steps above, using a combination of the Move Tool, Rotate Tool and the Scale Tool, to create the head of the wolf. 
Modelling the Wolfs head
Modelling the Wolfs head
Create a Pyramid by selecting Cube > Pyramid. This will be used to create the ears of the wolf.
Selecting Pyramid tool from menu
Selecting Pyramid tool from menu
Use the Scale Tool to scale down your pyramid to a size which is suitable for the wolf's ear.
Scaling down the pyramid
Scaling down the pyramid
Use the Move Tool and the Rotation Tool to place the pyramid on top of the Wolf's head.
Adding the ear to the head
Adding the ear to the head
Return to Perspective View (using the middle mouse button) and move the pyramid to the correct part of the Wolf's head. You can use the Move Tool and the Rotation Tool to do this. Make sure that the base of your pyramid is embedded inside the Wolf's head.
Moving the ear to the correct position on the head
Moving the ear to the correct position on the head
Once you are happy with the position of the ear, click the Make Editable button on the top left corner of the viewport (make sure that the pyramid is selected).
Rotating the ear
Rotating the ear
Click on the Points button. This will enable you to edit and move the vertices of an object you have selected (in this case the Pyramid).
Selecting the points button
Selecting the points button
Select the top point of the Pyramid and use the Move Tool, to extend the height of the ear.
Editing the points of the ear
Editing the points of the ear
Click on the Polygons button. This will enable you to edit and move the polygons of an object you have selected (in this case the Pyramid).
Selecting the polygons button
Selecting the polygons button
Use the Move Tool and push the front face back so that the ear appears thinner. You can also use the Rotation Tool to rotate and edit the shape of the ear. Once you finished editing the ear make sure you select Model Mode again (located below the Make Editable button).
Editing the polygons of the ear
Editing the polygons of the ear
Make sure that you have the Pyramid selected. At the top of the screen, hover over the Array button and click and hold to expand the menu. Select the Symmetry button. Then  move the Pyramid inside Symmetry.
Adding a symmetry modifier to the ear
Adding a symmetry modifier to the ear
Use the Move Tool to make sure the ears appear in the correct place.
Moving the ears to the right place
Moving the ears to the right place


Follow this tutorial step-by-step to create a low poly wolf model that you can use in video games, graphic design and illustration projects whilst learning Cinema 4D quickly. 
Some of the skills you'll learn in this tutorial include creating basic 3D modelling, importing reference images, adding lighting to the scene and basic rendering techniques.
In the first part of the two-part tutorial, I showed you how to:
  • How to Import Reference Images
  • How to Prepare for Modelling
  • How to Model the Wolf Body
  • How to Model the Wolf Head
In this, the second part of the the tutorial series, I'll show you how to:
  • How to Model the Neck
  • How to Model the Legs
  • How to Model the Paws
  • How to Prepare for Rendering
  • How to Create a Background
  • How to Add Lighting and Render the Scene

The same technique that was used to model the head and the body will be used to model the fur for the neck. Use the Move, Scale and Rotate tool to position the Loft and n-Side.
Modelling the fur of the neck
Modelling the fur of the neck
Duplicate the neck fur by holding the Control button on your keyboard. Click and Drag the new object to a new position.
Duplicating the neck fur
Duplicating the neck fur
Continue to tweak the neck fur using the Move, Scale and Rotate Tools until you are happy with the results.
Editing the neck fur
Editing the neck fur
The same technique that was used to model the head, the body and the fur will be used to model the legs. Use the Move, Scale and Rotate tool to position the Loft and n-Side. You can use your reference image to help you with the shape and positioning of the legs.
Modelling the Wolfs leg
Modelling the Wolfs leg
Switch to Perspective View. Select the leg and use the Move Tool to move it to the side of the Wolf's body.
Moving the Wolfs leg to the correct position
Moving the Wolfs leg to the correct position
Select the first n-Side. This will be the n-Side that we will edit and manipulate (you can select the other n-Sides to manipulate as well). Use the Rotate and Move Tools to shape the leg.
Rotating the Wolfs leg
Rotating the Wolfs leg
Once you are happy with the position of the leg, use the Symmetry modifier to create the second leg (using the same technique that was used to create the second ear)
Using symmetry modifier on the leg
Using symmetry modifier on the leg
Repeat the steps above to create the front legs for the Wolf.
Created front legs of the Wolf
Created front legs of the Wolf
Create a cube by clicking on the Cube button in the top menu.
Select cube button
Select cube button
Use the Scale Tool to scale the cube down to a suitable size for the paws.
Using scale tool on cube
Using scale tool on cube
Make sure that the cube has been selected and click on the Make Editable button.
Clicking the make editable button
Clicking the make editable button
Use a combination of all the different buttons on the side (Polygon, Points and Edges) to manipulate the cube. Remember that you create new polygons by having the Polygon button selected using the Move Tool (whilst holding down the Control button on the keyboard).
Modelling the paws
Modelling the paws
Create the shape of the paw that you want by using a combination of all the different buttons on the side (Polygon, Points and Edges). You can follow the final paw shape in the image below for your reference.
Scaling the polygons of the paws
Scaling the polygons of the paws
Duplicate the paw four times and use the Move Tool to place them in the right place underneath the legs.
Duplicating the paws and placing them in the correct positions
Duplicating the paws and placing them in the correct positions
Select all the objects in the project by clicking on the first object (the text should change colour) and then holding the Shift Key on the keyboard and clicking on the last object.
Selecting all objects
Selecting all objects
Press Alt > G on the keyboard to create a new group out of all the objects you have selected. Then rename the 'null' group to 'Wolf'.
Grouping all objects and renaming wolf
Grouping all objects and renaming wolf
Create a new plane by expanding the menu from the Cube button at the top of the screen and selecting Plane.
Selecting plane from the menu
Selecting plane from the menu
Make sure that the plane is selected and go into the object tab. From here you can edit the object properties to your liking (in this tutorial we have created a plane which is 4,000cm x 4,000cm with 20 x 20 segments).
Editing the plane
Editing the plane
Select the Wolf group and use the Move Tool to move the Wolf above the plane. Try and get the paws to touch the plane or have them penetrate slightly. This will help with the shadows when we render the project.
Moving the wolf on top of the plane
Moving the wolf on top of the plane
Create a new material by clicking on Create > New Material at the bottom of the screen. Double click on the new material once it has been created.
Creating a new material
Creating a new material
Click on the arrow next to the Texture button and select Gradient from the drop down menu.
Creating a new gradient
Creating a new gradient
Double click on the Gradient.
Selecting the gradient
Selecting the gradient
Choose the colour of the gradient for the floor. For this tutorial we have chosen a dark grey gradient. Click on the drop down menu next to Type and choose 2D - Circular.
Selecting 2D - Circular from the dropdown menu
Selecting 2D - Circular from the dropdown menu
Apply the gradient by clicking and dragging the material to the plane.
Adding the gradient to the plane
Adding the gradient to the plane
Select the material and under the Projection drop down menu, select Frontal.
Selecting Frontal from the dropdown menu
Selecting Frontal from the dropdown menu
Right click on the Plane and select Cinema 4D Tags > Compositing.
Selecting Compositing from the dropdown menu
Selecting Compositing from the dropdown menu
Make sure the compositing tag is selected and tick Compositing Background.
Clicking on the tick box for Compositing Background
Clicking on the tick box for Compositing Background
Select Floor > Background from the top menu.
Selecting Background from the menu
Selecting Background from the menu
Apply the material to the new background. You can also click on Render to Picture Viewer to view how the background looks at this stage.
Adding material to the background
Adding material to the background
Add a light object by clicking on the Light button on the top menu.
Selecting the light button
Selecting the light button
Use the Move Tool to position the light above the Wolf. With the light selected you can also increase or decrease the intensity of the light in the options menu on the bottom left of the screen.
Moving the light object
Moving the light object
Click on the Render Settings button on the top of the screen.
Clicking on the render settings button
Clicking on the render settings button
Choose your output resolution.
Changing the settings in output
Changing the settings in output
Choose the directory for the image and the file type. The image for this tutorial was rendered as a JPEG.
Changing the settings in save
Changing the settings in save
Click on the Effect button. From the dropdown menu select Ambient Occlusion and Global Illumination.
Adding ambient occlusion and global illumination
Adding ambient occlusion and global illumination
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Click on the Render button on the top menu.
Clicking on the render button
Clicking on the render button
Wait for the final render to finish. Once the render is complete you can repeat the steps above and change the camera for the viewport to create a new image from a different angle. 
Feel free to share your own creations below. You can also export your image into Adobe Photoshop to enhance it further or to use it as part of a larger image.
Final render of the low poly wolf
Final render of the low poly wolf

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