Create a low-poly rocket and bring it to life in Cinema 4D

Tags

  • 3D
  • Modelling
  • Lighting
  • Animation
  • Cinema 4D
Posted on
10 January 2025
Posted in
Tutorials
Posted by
Trevor Saint

Share this article on

In this tutorial, I’ll walk you through the steps to create a low-poly rocket and animate its launch using Cinema 4D. You’ll learn the basics of modelling, applying simple materials, and animating the rocket’s movement for a lift-off sequence.

Step 1: Modelling the rocket

When you open Cinema 4D, you’ll see a blank canvas. Let’s start by adding some geometry.

  1. Add a cylinder object to the scene
  2. Adjust the cylinder’s properties until satisfied with the shape
  3. Delete the phong tag to remove smoothing and achieve a low-poly look

For better visibility of the adjustments, switch to the right or left view and set the display to gouraud shading (lines) in the display settings. This will help you see how each change affects the cylinder’s geometry.

Cylinder object properties

Radius
63cm
Height
236cm
Height segments
16
Rotation segments
16
Orientation
+Y

Shaping the rocket

To achieve the rocket’s shape, apply a taper deformer to the cylinder:

  1. Add the deformer to the cylinder by dragging it beneath the cylinder in the hierarchy (a downward arrow will appear)
  2. Adjust the deformer’s strength and curvature properties to refine the shape
  3. Select fit to parent before making changes to ensure accurate adjustments

Here are the settings used for the taper deformer:

Taper object properties

Alignment
+Y
Strength
100%
Curvature
124%
Fig. 1 - Cylinder object with attributes displayed in Gouraud Shading (Lines) view
Fig. 1 - Cylinder object with attributes displayed in Gouraud Shading (Lines) view

Create the rocket boosters using similar techniques. Group all rocket components into a null object for better organisation. Label this null object as “Rocket.”

Fig. 2 - Complete rocket hull created using simple geometry and taper deformers
Fig. 2 - Complete rocket hull created using simple geometry and taper deformers

Adding and configuring the fins

  1. Select Spline Pen from the Spline menu
  2. Draw the desired fin shape by adding points

To give the fin depth:

  1. Apply an Extrude Object to the spline
  2. Make the spline a child of the extrude object
  3. Adjust the extrude’s properties as needed

Here are the settings I used:

Extrude object properties

Offset
8cm
Subdivision
1
Isoparm subdivision
10

Extrude object coordinates

X-Axis
-4cm
Y-Axis
0
Z-Axis
0
Fig. 3 - Rocket fin designed with a spline path and an extrude modifier applied
Fig. 3 - Rocket fin designed with a spline path and an extrude modifier applied

To create multiple fins:

  1. Use a cloner object
  2. Make the fin a child of the cloner
  3. Adjust the cloner’s properties to position the fins around the rocket

Cloner object properties

Mode
Radial
Count
4
Radius
4cm
Plane
XZ
Pipe radius
200cm
Align
Checked
Fig. 4 - Rocket fin cloned four times using the cloner object
Fig. 4 - Rocket fin cloned four times using the cloner object

Step 2: Adding materials

Next, add materials to the rocket. For simplicity, focus on the colour and environment channels.

  1. Create a new material in the Materials Manager and label it “Body”
  2. Apply different materials for the rocket body, boosters, and fins
  3. Enable the interactive render region to preview changes in real-time

For the “Body” I used the following colour and environment properties. The other parts of the rocket adopt the same approach with a modification in gradient colouring.

Color properties

Texture
Fresnel
Gradient colours
From: #F8B8FF - To: #CB0EE0
Model
Lambertian

Environment properties

Brightness
30%
Texture
Fresnel
Gradient colours
From: #F8B8FF - To: #CB0EE0
Mix mode
Add
Mix strength
100%
Fig. 5 - Rocket body material created with colour and environment properties, featuring a gradient Fresnel texture
Fig. 5 - Rocket body material created with colour and environment properties, featuring a gradient Fresnel texture
Fig. 6 - All materials applied to each section of the rocket
Fig. 6 - All materials applied to each section of the rocket

Step 3: Creating the rocket’s environment

Now that the rocket is complete, create a suitable environment. This will include a floor, background, and lighting.

Adding the floor and background

  1. Go to Create -> Environment -> Floor
  2. Go to Create -> Environment -> Background
  3. Select the Floor object, right-click and select Render Tags -> Compositing

Create a material for the floor:

  1. Label it “Floor”
  2. Enable the Reflectance Channel and leave its settings as default

To blend the floor with the background:

  1. Select both material tags for the floor and background
  2. Set Projection to “Frontal”
  3. Set Side to “Both”
  4. Check the Tile and Seamless checkboxes

Color properties

Texture
Fresnel
Gradient type
2D - Circular
Gradient colours
From: #6C1CE6 - To: #5115AB
Model
Lambertian
Fig. 7 - Rocket environment featuring a floor and background object, with a floor material applied
Fig. 7 - Rocket environment featuring a floor and background object, with a floor material applied

Adding scene lighting

  1. Go to Create → Light → Area Light
  2. Reposition the light 830cm above the rocket on the Y-axis
  3. Rotate the light -90 degrees so the blue arrow points downward
  4. Place the light inside the rocket null to move it with the rocket

Adjust the light’s properties for subtle floor shadows:

Light object general

Intensity
100%
Type
Area
Shadow
Shadow Maps (Soft)

Light object details

Outer radius
500cm
Area shape
Disc
Size X
1000cm
Size Y
1000cm
Falloff angle
180º
Samples
100

Light object shadow

Shadow
Shadow Maps (Soft)
Density
24%
Shadow map
1000x1000
Fig. 8 - Scene light added to the rocket environment, casting soft shadows on the floor
Fig. 8 - Scene light added to the rocket environment, casting soft shadows on the floor

Step 4: Creating animated smoke

With the environment set up, add a low-poly smoke effect for the rocket launch.

Creating the smoke object

  1. Go to Create → Mesh → Sphere
  2. Move the sphere above the rocket on the Y-axis

Adjust the sphere’s properties using the following settings:

Smoke object properties

Radius
12cm
Segments
4
Type
Icosahedron
Render perfect
Unchecked

Adding material to the smoke

  1. Create a new material and label it “Smoke”
  2. Apply this material to the smoke object

Adjust the colour and environment channels:

Color properties

Texture
Fresnel
Gradient colours
From: #FCFCFC - To: #ABABAB
Model
Lambertian

Environment properties

Brightness
30%
Texture
Fresnel
Gradient colours
From: #F8B8FF - To: #CB0EE0
Mix mode
Add
Mix strength
100%
Fig. 9 - Smoke object with material applied, prepared for emitter addition
Fig. 9 - Smoke object with material applied, prepared for emitter addition

Adding an emitter to smoke

  1. Go to Simulate → Emitter
  2. Make the Smoke object a child of the emitter
  3. Rotate the emitter -90 degrees so the blue arrow points downward
  4. Move the rocket up on the Y-axis, off the ground

Configure the Particle Emitter

  1. Select the particle emitter object
  2. Go to the Emitter tab and set the X-Size and Y-Size to 16 cm
  3. Position the emitter just under the rocket’s boosters

Playing the timeline will now show particles emitting downward from the rocket boosters.

Fig. 10 - Emitter configured to emit geometry downward, simulating smoke dispersal from rocket boosters
Fig. 10 - Emitter configured to emit geometry downward, simulating smoke dispersal from rocket boosters

Adjusting particles for realism

  1. Select the emitter object
  2. Select Particles tab and check “Show Objects”

Particles will now emit correctly but may not look realistic. Adjust the particle properties for a better effect:

Particle emitter properties

Birthrate renderer
14
Start emission
5F
Stop emission
220F
Lifetime
40F
Variation
24%
Speed
50%
Rotation
24º
End scale
20%

Preventing smoke from penetrating the floor

  1. Select the floor object and add a Bullet Tag → Collider Body
  2. Select the emitter object and add a Bullet Tag → Rigid Body

Refining particle behaviour

  1. Select the rigid body tag
  2. Uncheck “Self Collisions” and “Use Deformed Object”
Fig. 11 - Smoke geometry dispersing and interacting correctly with the floor object
Fig. 11 - Smoke geometry dispersing and interacting correctly with the floor object

Fine-tune the emitter properties:

Particle emitter force properties

Follow position
2
Follow rotation
2
Linear damping
0
Angular damping
0

Particle emitter soft body properties

Soft body
Made of Clones

Experiment with these settings until achieving the desired smoke effect.

Step 5: Animate and render the rocket

This step allows for creative freedom. Create a full animation by using a series of keyframes and interpolation to bring the rocket to life or render single frame images for static compositions. When rendering single frame images:

  1. Add multiple cameras to the scene to create alternative angle renders, including close-ups and distance views
  2. Experiment with camera positioning and focal length to highlight different aspects of the rocket

For animations:

  1. Use keyframes to control the rocket’s movement and timing
  2. Refine the motion path and ease settings for smooth transitions

To inspire your creativity, I’ll provide an example composition and video output demonstrating the final rocket animation.

Fig. 12 - Camera 3 composition showcasing an alternative view of the rocket
Fig. 12 - Camera 3 composition showcasing an alternative view of the rocket

Conclusion

Congratulations! You’ve successfully modelled, textured, and animated a low-poly rocket in Cinema 4D. By following this tutorial, you now have a solid foundation for creating similar projects or expanding on this one with additional features.