Module 1 Formstorming

Weekly Activity Template

Sarah Al-Fkeih - 3D Modeling Practice and Exploration


Project 1


Module 1

For Formstorming, I made five simple 3D models using the cube, sphere, cylinder, torus, and cone. I also made three harder models that used a mix of shapes. Each design was based on real objects I photographed and then modeled in Cinema 4D. This project helped me practice with primitive shapes, textures, and polygon editing, and also learn how to make more complex forms.

Activity 1

I made this model by looking at a small basketball I have as my reference. In Cinema 4D, I used one sphere and four torus shapes. I changed the position of each torus by tilting them with the coordinate values in the Attributes tab, so the lines would look like the curved lines on a basketball. For help, I used ChatGPT. I showed my reference photo and asked for step-by-step instructions on how to make a basketball in Cinema 4D. The hardest part for me was joining the two side lines to look the same as my reference ball (second photo). I wanted the lines to connect smoothly, but I got confused and couldn’t finish that part. Before I started, I also watched a YouTube video about making a basketball in Cinema 4D, but it was for an older version and I found it confusing, so I didn’t use it. (Video link: https://youtu.be/0SPzyqqlxQk?si=JHix5iQ5Y352AVMj
) This model was easy for me to make because I already learned from tutorials and from the Cinema 4D lessons in Mark Shufflebottom’s class. I used two cylinders and one cone to build it. I changed the colors in the Material Manager and moved the shapes into place with the move arrows when I selected each object. For this model, I tried to make a scrunchie in Cinema 4D. I started with a torus and then used deformers to change the shape. I added a Displacer deformer and set it to Noise. I picked the Luka noise type because it made the object look rippled and uneven, similar to fabric folds. To make it look more real, I searched online for a silk texture PNG and used it in the Material Manager. This gave the surface a shiny look, like silk fabric. I think the scrunchie still needs improvement because it does not look fully like real silk. For my process, I also used ChatGPT. I uploaded a photo I took of a scrunchie as my reference and asked ChatGPT to help me step by step to build it in Cinema 4D. For this model, I made a 3D dice in Cinema 4D. At first, I tried to put the dots one by one, but I noticed it was very slow and tiring. I asked ChatGPT if there was a faster way, and that’s when I learned about the Cloner tool. Using the Cloner saved me a lot of time. I used both Grid and Linear Cloner to copy and arrange the spheres (the dots) on the faces of the cube. This helped me place the dots in the right dice pattern without doing each one by hand. I also used different materials for the cube and the dots, so the dice has a clean look with a white body and black pips. For this model, I made a bracelet in Cinema 4D. I could have just used a Torus, but I wanted to practice with the Sweep tool and see how 2D shapes can become 3D objects. I used two circles: one for the bracelet’s round shape and one for the thickness. I put them inside a Sweep, so the small circle was extruded along the big circle, making a ring shape. I added a green material in the Material Manager to make it look like a bracelet. This helped me practice subdivision and extrusion, and I learned more about how 2D shapes can be used for building more complex 3D models. For this model, I made a small speaker in Cinema 4D using my real speaker photo as reference. I started with a cylinder for the body. For the top, I did not model each hole. Instead, I searched online for a PNG texture of a circle hole pattern and used it in the Material Manager. This made the top look like a real speaker grill and saved me time. I also added a small cylinder button on the front, same as my real speaker. For materials, I kept the body black like the real one, and I made the grill and button lighter so they stand out. Using the reference helped me keep the size and details close to the real speaker. This was the hardest model for me to make in Cinema 4D. My reference was a real bukhoor burner, and I tried to make the shape look close to it. I started with simple cubes and cylinders for the main parts. The difficult part was shaping the top and bottom to look like the angled design of the real object. To do this, I changed the objects into polygon mode and used the polygon tools to move the points and edges. This gave me more control to make sharp corners and slanted sides, so the model looked more like my reference photo. Even though I made a version that looks similar, I think it still needs more work, especially with the decorations and the smooth curves of the real burner. But it was good practice for me to learn how to turn basic shapes into more complex forms using polygon editing. For this project, I made a pair of glasses in Cinema 4D. I did not know how to build glasses from the beginning, so I followed a YouTube tutorial (link: https://youtu.be/0asi9a18L9s?si=uu-E80M9cZVLWGGi) that showed the steps. I used simple shapes like cubes and circles, and with tools like Extrude and Symmetry, I built the frame, lenses, and arms. For materials, I used PNG images I found online. I added a tortoiseshell texture for the frame and a lens texture, both placed in the Material Manager. This gave the glasses a realistic look without making the textures myself. I also used Volume Builder and Mesher to combine the shapes into one smooth object. This project showed me how to follow a tutorial for a complex model and also how to use texture mapping to make a model look more real. This was the final design I made, and different from my earlier projects, I did not need outside help because I already learned a lot from the models before. Because of this, I was able to build the cauldron quite fast. I used a photo of my own small cauldron as reference to keep the proportions and shape correct. I built the model with spheres, cylinders, cubes, and toruses to make the body, lid, handles, and legs. I gave it a dark reflective material so it looks metallic. I am happy with the result, but I think it can still improve, especially making the curves more wavy and natural, which would give the cauldron a smoother and more finished look. This is the photo I used as reference for my 3D modeling project in Cinema 4D. It shows a small black portable speaker with a round grill on the top and one button in the front. I chose this object because it has a simple but easy-to-recognize design. It helped me practice with basic shapes like cylinders and also try textures to make the detailed top surface. This is another photo of my portable speaker, taken from a lower angle. From this view, you can see the rounded edges of the cylinder better and more of the front part, including the button. The angle also makes a small shadow under the speaker, which gives the image more depth. This is a photo of a black scrunchie, taken from the top view. The angle shows the round shape clearly and also the folds and texture of the fabric. The light makes a soft shine on the material, which gives it more depth and movement. This is another photo of the black scrunchie, taken from a lower side angle. This view shows more depth and volume in the folds, where the fabric bunches and overlaps. The angle also makes stronger shadows, which highlight the texture and shine of the material more than the top view. This is a photo of a white dice, taken at an angle where three faces are visible. The view shows the numbers four, five, and six, with the black dots standing out against the white surface. The light also makes a soft reflection under the dice, which gives the image more depth and realism. This is a front-facing photo of a white dice, showing the side with six black pips. The angle is more direct and symmetrical compared to the previous image, making the six dots the focal point of the composition. The reflection of the dice on the surface below is clearly visible, reinforcing its three-dimensional form and adding balance to the photo. This is a photo of a small basketball, taken at a slight angle that shows the front and side. The shiny surface reflects the light, making the texture look smooth. The black lines curve around the ball and show its round shape. The angle also makes a soft shadow under the ball, which gives the photo more depth. This is a photo of a red and white plastic horn, placed flat on a surface. The angle shows the full length and the cone shape, getting smaller toward the mouthpiece. The shiny plastic reflects the light, which makes the surface look smooth and the colors bright. There is also a small reflection under the horn that gives the image more depth. This is a photo of tortoiseshell glasses, taken at a three-quarter angle that shows both the front frame and the side arms. The view highlights the oval lenses and also shows small details in the frame, like the gold parts on the temples. The shiny tortoiseshell texture reflects the light, giving the frame more depth, and the clear lenses also show soft reflections. This is another photo of the tortoiseshell glasses, taken from the side angle. The view shows the length and shape of the arms and also the gold details on the temples. The light reflects softly on the shiny surface, showing the brown and black colors of the tortoiseshell pattern and giving depth to the clear lenses. This photo shows a pair of tortoiseshell glasses on a white surface, taken from a diagonal side angle. The frame is slim with round lenses and thin arms, so the tortoiseshell pattern is clear along the temples. The gold detail on the arm is small but still visible. The angle shows the long shape of the glasses and their curve, while the shadow on the surface gives them more depth. This view also helps to see the size of the arms compared to the frame. This is a photo of a traditional electric bukhoor burner, used for incense. It has a tall shape with flared edges at the top and a wide base for stability. The surface has golden floral designs that give it detail and cultural character. On the top, you can see ash and charcoal from incense that was burned. The photo is taken at a slight angle, so both the decorations and the inside depth are visible. This is a front photo of the bukhoor burner, taken from the center to show its symmetry. The view shows the tall flared top with golden floral patterns, which also repeat on the base. The straight angle makes the geometry clear, from the wide top to the two cylindrical supports and down to the base. The photo shows both the shape and the decoration, making it a good reference for 3D modeling and texturing. This is a reference photo of a small black cauldron, photographed from the front at eye level. The image highlights the rounded body supported by three short legs, with two small side handles and a fitted lid on top. The matte surface shows subtle texture and imperfections, giving it a realistic, worn look. The lighting creates a faint shadow on the white surface beneath it, emphasizing the shape and volume of the cauldron. This angle works well as a modeling reference since it clearly displays the proportions and overall silhouette. This is a photo of a small black cauldron, taken from the front at eye level. It shows the round body on three short legs, with two side handles and a lid on top. The matte surface has small textures and imperfections that make it look worn and real. The light creates a soft shadow under the cauldron, which shows its shape and volume. This angle is useful as a reference because it shows the proportions and the silhouette clearly. This is a photo of a green silicone wristband on a white surface. The band looks a bit oval, which makes it feel more natural and used, not a perfect circle. The light makes a soft shadow and reflection under the band, which shows its shape. This angle is good for seeing both the curve of the wristband and the printed text clearly.

Activity 2

I made the bukhoor burner using cubes and cylinders. I changed the size and position to match the tall top, the round pillars, and the base. I took a close-up photo of the real bukhoor and used it as a texture in the Material Manager. I put the texture on the surfaces myself and tested different projections until it looked good. AI helped me understand how to organize materials and explained how textures can wrap better, but the photo and setup of the texture were my own work. I created the alien plushie with spheres for the head and body and cylinders for the arms, legs, and antennas. I used subdivision surfaces to make the shapes smooth, and I flattened spheres to make the eyes. I moved and scaled the parts by hand until the shape looked close to the plush. AI showed me how to use the FFD deformer to change the head shape, but I built the antennas, eyes, and body proportions myself. I modeled the TheraBreath bottle by making it in parts: the body, the shoulder, the neck, and the cap. I made the cap taper by scaling it myself and added the real label image as a texture. I tested the texture many times until it wrapped around correctly. AI explained which primitives were good to use and how fillets make the edges smooth, but I set up the label and adjusted the textures on my own. Front Render Top View Render Top View Render Texture used on bukhoor - close-up photo taken by me Front Render 1 Side Render 1 Side Render 2 Side Render Front Render Back Render This is the flat TheraBreath label texture I used in Cinema 4D. I found the image separately and uploaded it into the Material Manager. I chose the ‘Healthy Gums’ label instead of the ‘Fresh Breath’ mouthwash that I have, because this was the only flattened label I was able to find online. This is a photo I took of my real bukhoor incense burner. I used it as a reference for modeling and texturing in Cinema 4D. This is a straight-on photo of my bukhoor burner. I used it to look at proportions and design details before I made the model in Cinema 4D. This is a simple tree model I built while following the tutorial. I learned how to use the Null tool. I made the trunk and branches with cylinders, and I used spheres for the leaves. Here I was practicing with Booleans in Cinema 4D. I subtracted cylinders from cubes and tested unions to see how they combine or cut into each other. This was part of a tutorial exercise. This is a model of a DVD case I made with a cube primitive. I added the Matrix DVD cover texture to make it look real. This was part of the tutorial exercise. This is a practice model of a wine glass. I drew a spline of half the glass shape and used the Lathe tool to turn it into 3D. I learned this during Mark Shufflebottom’s class. Straight front photo, used to see full body proportions. Angled photo, helped me understand depth and roundness. Closer shot of head, good for antenna and eye details. Front photo of my Fresh Breath mouthwash bottle, used for main shape and cap details.I could not find a flat Fresh Breath label. I used the Healthy Gums label from online because it was the only flat version I could apply as a texture in Cinema 4D. Angle photo, helped me see the shoulder curve and label placement.

Material Workshop 1

The material is cherry veneer over bent laminated maple, with brass hardware. It is rigid, meaning it does not bend or move easily. The surface looks refined because it is smooth, polished, and shows the natural lines of the wood. The clean edges and shiny finish make it look carefully made and professional. The sculpture is made from stoneware clay that has been glazed and fired. The material is rigid, because once clay is fired in a kiln, it becomes hard and solid. It is unrefined, with visible textures, cracks, and uneven surfaces that show the artist’s handwork. The glaze adds a slightly shiny and smooth finish on top, but the form still feels raw and natural. The piece looks handmade and expressive rather than perfect or polished. The material is colored glass that has been hand-blown and shaped into delicate cup forms. It is rigid, because glass is hard and cannot bend. The surface looks refined, with smooth curves, clear transparency, and soft color tints in pink, yellow, and green. The glossy finish makes the material look elegant and decorative. Each piece shows careful craftsmanship, with detailed twisting and shaping that give the glass cups a fancy appearance.

Material Workshop 2

The material is metal, most likely steel or iron, that has been forged and shaped into a tool. It is rigid, because metal is strong and does not bend easily. The surface looks unrefined, with scratches, rust, and marks that show age and use. The texture is rough and worn, giving it an industrial look. The dark color and visible corrosion suggest that it has been exposed to air and moisture over time. The material is wood that has been cut and sanded into an octagon shape. It is rigid, because wood is solid and holds its form. The surface looks semi-refined — it has been smoothed and shaped, but still shows natural grain patterns and slight texture. The warm brown color and visible wood fibers give it an organic and natural appearance. The material is metal, shaped into a small bird sculpture. It is rigid, because metal is strong and does not bend easily. The surface looks refined, with fine details showing the feathers and body texture. It has a metallic shine that makes it look polished and smooth. The dark gray color and solid weight give the piece a durable and elegant appearance.

Project 1


Project 1 Models

Published 3D Model 1

Super Mushroom 3D Model — Cinema 4D Process

I used this video as reference: https://youtu.be/Jo_Is68lMQc?si=4BckWgdTSE8h0cX8. I started with a cylinder and added a fillet to make it more rounded, then made the shape editable. After that, I added a sphere, made it editable, flattened it slightly, and tilted it to form the mushroom cap. I then added a Volume Builder and Volume Mesher—this was my first time using them on a 3D model. I set the voxel size to 1 cm and placed both the base and the mushroom cap as children of the Volume Builder, which I then made a child of the Volume Mesher. In the Volume Builder, I changed the mode to Subtract instead of Union and added a Smooth effect. I duplicated the base and separated it from the Volume Builder and Mesher setup. For the eyes, I used a pill shape and added a small flattened sphere as the white pupil highlight. I grouped them together, duplicated the group, and placed it on the other side. I then manually drew the white circles on the mushroom using the Polygon Selection and Live Selection tools. That part took a while, but I wanted to hand-edit the design rather than create it in Illustrator. Three new things I used for the first time were: the Volume Builder and Mesher, the Pill shape, and manually coloring an editable shape using the Live Selection tool and Shift key.View my Spline 3D Mushroom model.

Published 3D Model 2

Rubik's Cube 3D Model — Cinema 4D Process

For this project, I modeled a Rubik’s Cube in Cinema 4D using ChatGPT as a reference for guidance throughout the process. I started with a single cube, made it editable, and used the bevel tool to slightly round its edges to mimic the smooth plastic look of a real cube. I then placed the beveled cube as a child of a Cloner object and set it to a 3×3×3 grid before grouping everything inside a Null for better organization. Using Polygon Mode, I individually selected and colored each flat face of the cubes with red, blue, green, yellow, white, and orange materials to match the authentic Rubik’s Cube design. This approach allowed me to achieve a clean, realistic, and well-structured 3D model with precise alignment and accurate coloring.View my Spline 3D Rubik's cube model.

Published 3D Model 3

Mouthwash Cube 3D Model — Cinema 4D Process

I made this 3D model in Cinema 4D starting with a cylinder for the bottle. I adjusted the height and added a fillet to make the edges smooth. Then I added another smaller cylinder on top and used a taper to make the neck thinner. For the cap, I made a separate cylinder and also added a fillet to round it. I put all the parts under a Subdivision Surface to make everything look smoother. After that, I added materials — blue for the bottle, orange for the cap, and a label texture for the front. Finally, I set up the camera and lighting to show the bottle clearly for my final render.View my Spline 3D Mouthwash model.
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