Modelling a Pawn in Cinema 4D
By Enigma | Cinema 4DThis is a basic tutorial teaching you how to model a pawn using Cinema4D. You are only expected to have some very basic knowledge about the interface of this software. Here is an example of the end result of the tutorial.

- You start by creating a basic cylinder. You do that by going to Objects > Primitive > Cylinder.

- Using the attributes panel, change the properties as set in this image:

- Press the letter C on your keyboard to make your Cylinder editable, then click on the Live Selection tool and follow that by clicking the polygon tool, both of these are highlighted in the following image:

- Now here comes the actual modelling part of this tutorial, you might want to start by zooming in to see the polygons more clearly. You do this by clicking and holding the following button located on the upper size of the window and then moving the mouse to the right.
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- Starting from the bottom, we have to select the third and fourth rows of polygons of the actual cylinder. Press and hold the shift button on your keyboard to select multiple polygons, you can also use the rotation viewer located near the zoom button to rotate the camera angle. You should be having something that looks like this by now:

- Once you're done with that, it is time to play with the polygons, first click on the "Scale Tool".

- Then click anywhere on your window to resize the selected polygons to look like this:

- Now click on the "Move Tool"

- Then click on the green arrow and move the polygons a little bit upwards.

- Repeat the same process for rows No. 7 and No.8 of the polygons.

- Delete all the polygons that comes above the rows you just played with. You do that by selecting the unwanted rows and then pressing Delete on your Keyboard. Here is an example of what I mean:

- It's time to place the head of the pawn, which in this case is a basic sphere. To insert one, go to Objects > Primitive > Sphere. Once on the screen, move it to its proper position, which is obviously above the cylinder. It should look like this now:

3- Now add 3 tori (that is the plural for torus) by going to Objects > Primitive > Torus. Resize each one of them and place them wherever you desire. I have placed in the following positions.

- Our pawn seeds to be smoothed, that is the job of the HyperNurb. Add a HyperNurb by clicking on this button:

- Apply this HyperNurb to all the objects we have this far. You do this by accessing the objects panel, and clicking and holding on each object and then placing that object under the HyperNurb. Check this image to know what I am talking about:

- This ends the modelling process of our tutorial, I finished my model by applying my magical materials to the model and this is the final result that I came up with. I added a new material from the Materials window, double-clicked it, and then played with the options of the colors, reflections, and specularity, and apply it to the model of the pawn.

- You can download the source C4D file used in this tutorial from this link.
- END OF TUTORIAL