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by Paulo Baptista 
Requirements: Maxon Cinema 4D & Bodypaint module
In this tutorial, we'll model and texture a surfboard using the loft technique
and the UV tools of the Bodypaint module.
Although the software used in this tutorial is exclusively from Maxon, the
same results can be achieved with other software packages like 3D Studio Max,
Lightwave or Right Hemisphere's Deep Paint and Deep UV (these two for texturing).
I assume you have already downloaded the scene file (download below) , so let's
start with our work.
Part 1: Modelling

Step 1
Open the scene file, as you can see, there is a plane with a surfboard as a
texture, which we will use as a reference guide for our work. Also present are
some scene extras like lights, floor and background.
Let's start sketching. From the splines menu, choose "Bezier spline".

Step 2
In the top view, draw half-side of the board, trying to use only 5 points (use
soft interpolation for the middle points and hard interpolation for the end
points). Make sure that the start and end points are aligned in the X axis.
When finished, make 3 copies of this spline and rotate them 90, 180 and 270
degrees in X. Rename the splines accordingly.

Step 3
Now that we have the 4 curves that will shape our surfboard, we just have to
tweak some points from the top and bottom splines, and the ones of the nose
tip.
The best way to do this is grouping all the splines together and then connect
them. This will create a new object, so you can delete the previous splines.
In point mode, select the points of the nose tip and move them up a little bit
as you see in the picture. When all the point tweaking is finished, we will
need the four splines again. You can achieve this by going to “structure
– edit surface – explode segments”.

Step 4
Now that we have the 4 splines again, create a loft nurbs object and drop the
splines inside it by order (0º, 90º, 180º, 270º). Select
“loop” in the attributes panel of the Loft Nurbs, and hit the “C”
key to make it editable.

Step 5
Now that the main part of the surfboard is ready, let’s work on the fins
using splines again. Draw a circle, adjust the points as you see in the picture
and make 4 or 5 copies, scaling and moving them up a bit (use the picture as
reference). Group the splines you’ve just created and make two copies
of this group.

Step 6
Distribute the splines groups as you see in the image. In the first group, select
the spline in the bottom and project it into the surfboard surface (in the top
view).
Create a loft nurbs, drop the splines into it and make it editable (C key).
Repeat this step for the other fins.

Step 7
Select all the polygons of fin number 1, go to “selection – set
selection”. This has created a selection tag that we will use later for
texturing. Rename this tag “Fin 1” and repeat this step for the
other fins (Fin 2 & Fin 3).

Step 8
Select the fins and the surfboard objects, group them together and connect them.
Keep the new object and delete the other ones.
Now that our surfboard is ready, let’s go to the fun part…
{mosgoogle}
Part 2: Texturing

Step 9
Create a new material and for the color channel load “surfboard.jpg”
and apply the material to the surfboard. As you can see, the texture doesn’t
fit as we want, so let’s tweak it.

Step 10
Select the fins tags and hide their polygons. Next, select the top polygons
of the surfboard and switch into the Bodypaint layout (BP 3D Paint). In here,
go to polygon mode, switch to texture view and select “show UV mesh”.
As you see, the selected polygons indicate which part of the texture they use.

Step 11
Select “UV edit - start interactive mapping” and choose “frontal”
(make sure the top view is selected). Now we have the surfboard top shape and
the only thing we need to do now is to align it using the move, rotate and the
non-linear scale polygon tools.
Repeat this step for the bottom polygons of the surfboard.

Step12
Switch back to the standard layout and hide all the geometry of the surfboard.
Unhide the polygons of fin number 1, select them all and in the bodypaint layout,
align them in the texture as we did in the previous step. Repeat this process
for the remaining fins.
When you have finished, go back to the standard layout and unhide all the geometry.
There you go, our surfboard is ready and the only thing we need now is wax
and some waves.

Final words
I’ve included the Photoshop file of the texture, so you can change the
painting as you wish.
Until the next time!
Happy modelling !
Contributed by Paulo Baptista (click the profile icon to view his bio)
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Superb tut mate Written by Mooey on 2005-10-07 06:20:58 I'm looking forward to doing this, looks great. Covers lofting which i've not really played around with yet. You should post this tut over at Pixel2life.com, it would get a great response |
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