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How to model a rounded star?

Go to solution Solved by hvanderwegen,

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That's easy enough. You can do it with splines, or with polygons, but the superior result will be polygons....

You should also say if this will be animated or not.


Just to be clear before I show you - you mean the yellow star, as opposed to the Morning star he's holding yes ?!


Also, are you in R14 like your profile says ? The tools were very different back then...



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Anyway, if it is the yellow star you mean, then your overall topology might best look something like this...




Only spent a few mins on it so haven't refined the shape, and it's very rough, but that is the sort of poly density and edge flows we need...



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50 minutes ago, Jami Stewart said:

How on earth did you do that!?


Just a little bit of SDS poly modelling 🙂 Got a client session tonight, but will pop back tomorrow to give you the step-by-steps if you like...



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The trick is to create a 20 sided sphere with 6 rows: the star character has 5 sides X2, but you actually need twice as much to maintain the rounded sihape after adding a subdivision object..




1hen delete the top and bottom points and rotate by 9 degrees (360/20/2). Perform a grid fill to fill the top and bottom areas.




Followed by flattening the sphere and selecting these poly strips:




Followed by scaling the selection. Scale the individual selections to fine tune the roundness. Add a subdivision surface at this point to guestimate the overall shape.




This shape may be molded further in shape. The mouth is a simple inset and extrude action. Then scale, drag, etc.faces, edges and points to form the shape.






Finally, the tongue and eyes seem to be separate objects. The eyes squashes spheres, the tongue a sphere molded to form a tongue shape.




Not quite right yet, and it needs more finesse to get it closer to the original's shapes, but it should get you going. You could also use sculpting now to mold everything in better shape and smooth things out.

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Is that Blender I assume ? That's certainly one way to go... though I'd hate to give the impression that wasn't possible in Cinema, although some functions specifically mentioned (Grid fill etc) definitely aren't, so if you need Cinema-specific instructions OP, let me know ! Otherwise I won't feel the need to come back to this...



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Hi! Thank you so much for the extensive tutorial! I am working in Cinema 4D so I have been trying to follow along with the grid fill and do the 20 sided sphere but ran into trouble  - now I know why lol.


If you wouldn't mind, could you give me c4d instructions? I so so appreciate it!

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  • Solution

The steps are more or less the same in any app.


Add a sphere.




Delete the top and bottom two rows.




Rotate by 9 degrees in H axis.




Here is  the hard part in C4D: there is no grid fill, so it must be done manually. with bridge and cut. First delete the bottom half, and add a symmetry object in the XZ axis.




Use the bridge tool to fill in the rows.




Followed by to cuts. (Line cut tool)




Now scale in the Z axis. Set the Axis to Root before you do (this scales the half sphere from the mid axis)




Select these faces and scale win the x and y axis (green corner widget)




Add a subdivision surface.




Now apply the symmetry object before continuing (otherwise you will have mouths on both sides 🙂

The rest is the  same. Temporarily turn off the subd object. Select these faces:




First perform a bevel to keep the sharp mouth edges before an extrude.




Followed up by a simple extrude. Before the extrude turn on the subd surface object again.




Now select both loops (the very thin loop at the edge of the mouth (zoom in) and the inner mouth loop.




This is where having the grid fill command would have saved some more time, because those grid lines were curved, and the mouth takes less adjustment to get right. Anyway.


Use the scale tool in the x and y axes and adjust both until you have the overall mouth scale that you want. Then select the top or bottom mouth polys and scale in the x axis to create the smile. Keep adjusting until you feel it looks right. Then add the spheres for the tongue and eyes. Apply materials (I left the inside selection of the mouth out of this example).




Et voila. Pay attention when closing the holes: I made a small mistake in the lower left area, which results in bad geometry and two mini holes in the mesh. I did this very quickly and did not pay attention.


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