Jump to content


Cafe Crew
  • Content Count

  • Joined

  • Days Won


Cerbera last won the day on May 24

Cerbera had the most liked content!

Community Reputation

3,206 C4D Cafe High Order Member

About Cerbera

  • Rank
    Imperial Archon

Profile Information

  • First Name
  • Last Name
  • Location
    South East, UK

Cinema 4D Information

  • C4D Version
    Alpha | Beta

Hardware Information

    AMD Ryzen 9 / RTX2070S

Recent Profile Visitors

19,536 profile views
  1. I note that in S22 this behaviour has been improved, so in that it bevels the right way on both. CBR
  2. Not surprised you are struggling - this looks like quite a simple modelling proposition, but actually isn't. In fact to model this as a single mesh would require a relatively wide range and knowledge of assorted modelling techniques, but as the spikes are separate objects in the real world, that is how we should model them as well, which certainly makes things easier. So, with that said there are 2 main parts to this - modelling the hatch in the main shell, which you should do based on one of the polar sections of a standard sphere. And the spikes, which you can clone on to the surface of a helper sphere object if you can find one with the right distribution of points, and then adjust the Z position of those to better match your mine. As for how to achieve the curvature on the bases, that is best done right at the start of their creation (which should begin with a disc object) using subdivision and deformers, either double bend objects at 90 degree offsets from each other, or maybe an FFD or even something like the wrap deformer with suitable settings... or you could even project your disc onto the sphere. CBR
  3. As far as the software was concerned, the decision as to which way to bevel was arbitrary from an equal 50% choice of 2 options. The software simply guessed wrong for the hole on the right on this occasion. If you repeated the whole procedure from scratch with new objects it might make a different decision next time... the ngons don't stop the bevel working, but they do remove some predictability from the equation, if that makes sense... CBR
  4. Yep - it's the second reason I suggested. When you use a boole for something like this you remove any control you might have had over the topology and create ngons. Because ngons are not legal topology in modelling you can't expect the software to act predictably as soon as they are involved. Consequently, if you remove the ngons from that mesh, then the bevel then works as expected, as it can and should because the mesh follows modelling protocol again. CBR
  5. Normals might be wrong ? Booles are generally a terrible way of modelling ? Could be lots of things... We'd need your scene file to know for sure. CBR
  6. You will need to upload the scene file. CBR
  7. Probably to do with your old version of the software. Our FBX import started getting good somewhere around R19. CBR
  8. There has been a windows update in that time hasn't there ? Although my S22 still works after doing it, that is no guarantee that it didn't break anyone else's system... could there have been a chipset driver that changed or was updated and is now causing your issue ? But I think we are going to have to wait for MAXON - pls do post what they get back to you with... CBR
  9. Cerbera

    Hair strand

    Well, good job @Rectro is on the case for you; not a lot that man doesn't know about hair, so I shall leave you in his capable hands CBR
  10. That is a really bizarre problem, which I have not heard of before... but I think MAXON would very much want to know about that. Have you done a support ticket about this ? And has anything changed about your system in the last week ? CBR
  11. Cerbera

    Hair strand

    Pls upload scene file. We need to see ALL your hair settings. CBR
  12. Yes that would be nice, although it should have options for both standard and quad caps, as both are useful in certain contexts. In the meantime we do find that gap in the toolset admirably covered by the HB Modelling bundle, which anyone serious about modelling in Cinema almost certainly will have... CBR
  13. Let's make sure our Symmetry is set properly with these options ticked... Then we can use path select in edge mode to select these edges, then hold Ctrl, and drag them towards the centreline a bit. Then we can use the coordinates Manager to enter an X-scale of 0, which will straighten the edges on that axis, after which we can move them to the centreline, where they will snap into position, and we have the outer surface of a solid shell where we need it... Now you can move all the side polys out to perfect the width of the object, and move on to adding thickness to which parts need it - however I need to see the front of the object to know what needs to be there first, so for now, I can only advise selecting the Symmetry, holding Alt and dropping that under an SDS object, which will give us this lovely smooth result. You will see I have used loop cut (edge distance mode) to add one further control loop, which tightens up the creases a bit ore under SDS... If you need the flare bit sharper you would simply select the edge loop along the fold line and bevel it a small amount (solid mode, 1 segment) and that would become very sharp too, the bevel amount defining how much so... Hope that helps... CBR
  14. But first, now is the time to get some symmetry happening, which will half our modelling work from now on and provide a perfectly symmetrical final mesh. Poly mode, select all polys (ctrl-A whilst mouse over viewport) and move them out from World Centre a small amount. Then, back in Object Mode, hold Alt, and add a Symmetry Object to the scene which will parent it to your mesh, and provided the symmetry axis is set correctly in the tool options, should make a mirror image of that mesh appear beside it, like so... Now go back to poly mode, select all polys and move the mesh until you have set the width of the object to look roughly right like above... Next we need to rotate out all the polys under that selected edge. In edge mode, with that edge highlighted find Fill selection, and click once under the line to select all the polys there. Now we need to move the modelling axis to the line so we can rotate from it, which we can do from the Rotate Tool Options. Now the axis is in the right place we can rotate that poly selection out to create the flared sections, like so... Next we can bridge to the centreline to make the rest of the shell for that part... CBR
  • Create New...