1. Create a primitive Cube object (Objects > Primitive > Cube):
2. In the attributes palette, set it up as follows:
We created 3 segments in each dimension for when we start editing the points. Creating 3 in each dimension will divide our cube like this:
3. Now lets make our cube editable so we can start modeling. Right click the cube object, and select Make Editable:
4. Select the Point tool from the tool bar. This tool allows users to move points with the various tools C4D Provides. Once clicked, you should see a few points appear around your cube:
5. Switch to your 4 port view for easier editing (Press F5). Now select your rectangle select tool. Double click it to bring up its options:
6. Uncheck Only Select Visible Elements. This will allow you to select any points within selections you make instead of ones only on the side of the object you are on. Not required, but easier:
7. Drag a small box around the top right points in your top view. When selected, the points should turn orange:
8. Enter in the following values to move the points to this location:
We could also have used the move tools for this step, but entering values assures that all measurements are exact.
9. Select the top left set of points, and enter these values:
10. Bottom Left:
11. And bottom right now:
12. Now that the basic shape is ready, go back to your model tool:
13. We need to make our glass taller, so select the scale tool:
14. Click on the green box in one of the view ports, and drag until the height of your glass reaches about 600:
15. Now we need to cut out the inside of our glass. We can do this using a Boolean. If your not sure how it works, Go to our tutorials section, and check out our Cinema 4D tutorial on Booleans. When you create the Boolean for your glass, scale it down a bit, and move the inside a bit upwards so that there is a hole in the top:
16. Now lets create our material. In the Material Manager, Go to File > New Material:
17. Set up your new material as follows:
18. Apply the material to your Boolean containing the glass model. The next step is to touch up our scene a bit. Create a new floor Object:
Floor Objects Stretch continually, so do not try to resize them.
19. Move the floor object so that it lies below your glass using your move tool:
20. As you can see in the above thumbnail, I have rendered the scene so far. It looks really dull still, so lets add some lighting! Add a new light Object (Objects > Scene > Light):
21. Using our view ports and move tool, lets move the light so it lies a good distance away from the glass, and a bit above it:
22. There is still a lot we need to fix with our lighting. In the Attributes pallete, set up the light as follows:
23. With a material set to our floor, and a few modifications to a sky object, we can get this:
Good Luck!


