I decided to create a Fantastic Beasts And Where To Find Them themed fan art as a personal project. Over the next few pages I will demonstrate how to make Pickett, the Bowtruckle that Newt Scamander always carries with him in his pocket. Collecting good references as a starting point and using Cinema 4D, it will be possible to create a highly detailed character in a relatively short time.
Cinema 4D is easy to learn and extremely powerful: through the extrusion tool and the sculpt system integrated in the software we will be able to obtain an excellent result in a few steps, and without focusing too much on the technical aspects typical of 3D processes.
Rendering will be performed within Cinema 4D using the V-Ray rendering engine. Finally we will take a look at how we can achieve a more realistic look through post-production processes with Photoshop.
A project like this does not require particular skills in polygonal modelling and digital sculpture, however it is advisable to be familiar with Photoshop and the right sensitivity in capturing the soul of the character we want to create.
01 MODEL A BUST
Start by selecting a cube, make it editable and find the front elevation of what will later be your character. Using the polygon mode select the face facing up and start extruding using the Extrude command. Extruding the faces of the polygon, start to draw the profile of the bust and head of your character. Any reference images you’ve collected will be very useful to help you achieve an ideal posture. Once you have completed all the extrusions, you can refine the character design by going into border mode and using the Loop Selection tool.
02 ADD THE LEGS
The Extrude command in this first phase of processing will be very important because it will allow you to create the whole structure of your character. As you have made the bust, proceed in the same way for the realisation of the legs. Also in this phase reference images will be fundamental to understanding the anatomy and pose you want to give to the character. Extrude the polygons from the base of the body and start creating Pickett’s legs. In this first phase, do not pay too much attention to the character design: as we did for the bust, we could then return later to improve it through the modelling for edges and points. Pay close attention to the different anatomy of the two legs. While modelling, it may help to place a plane below the character. In this way you can already from the early stages verify that all the limbs are equally placed on a plane.
03 HORNS AND HEAD
Once you have defined the overall design of the bust and legs you can start defining the shapes of the head. By working in border mode and with the Loop Selection tool you can improve the shapes of your Pickett’s head by starting to add expressiveness to your character’s face. At this point you can start working on the first details of the head such as the horns from which the leaves will emerge.
To create the horns first go to polygon mode and with the Loop Selection tool select all faces. Then with the cut tracing/loop tool with the mode limit to active selection cut the selected faces longitudinally. Once you have cut, go to stitch mode and adjust the stitches by giving asymmetry to the upper face of the head. Back in polygon mode select one of the two faces created and extrude with the Extrude command. With the Scale, Rotate and Move tools, adjust the design following the reference images.
04 ARMS AND HANDS AS IF THEY WERE BRANCHES
We’ve now defined the head, torso and legs, so let’s move onto the arms and hands – this will also enable us to better define the pose of our Pickett. By watching the film carefully and analysing many reference images, you can understand the character's psychology well: he is a shy and introverted character. These notions are indispensable for creating the final pose.
We can now proceed with the arms in the same way as we did for the legs: use the Extrude tool to create the basic shape of the arms and then adjust the design through the edges and points modes with the Loop, Move, Scale and Rotate selection tools.
I advise you to pay close attention to the shoulders: asymmetry will play a fundamental role in giving your character greater expressiveness.
05 DETAILS MAKE THE DIFFERENCE
Take a good look at Pickett reference images and you will see that his body is extremely rich in details that tell his Bowtruckle nature. Along the arms and other parts of the body you can see small leaves, reliefs and many other details that characterise his anatomy. To create these intriguing details, all you have to do is utilise all the tools you have used so far: Extrude, Loop Selection, Rotate, Scale and Move in the modelling modes for polygons, points and lines. As you have seen in this project, asymmetry plays a fundamental role in making the character more expressive, so don't be afraid to experiment.
You can read up to 3 premium stories before you subscribe to Magzter GOLD
Log in, if you are already a subscriber
Get unlimited access to thousands of curated premium stories, newspapers and 5,000+ magazines
READ THE ENTIRE ISSUE