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  1. Cool. Mesh > Weight Hypernurbs with just the corner points selected did the trick. Nice.
  2. Cheers Cerbera, Hmm. I tried those steps and there was no difference to the hard line at the transition - however, when I subsequently selected all points and ran another optimise command I noticed that had the effect I was after, but my corners stopped being sharp and became rounded (as in your illustrations above) - so, if re-optimising is a key part of smoothing off these joins, is there a way of re-sharpening those corners - and perhaps as a final stage, to turn the model into a solid body..? Thanks again!
  3. Sure thing, 4D project attached. 3D-TILE.c4d
  4. Yep, the phong tag was indeed tripping me up a bit - I was applying it to the hyper-nurbs object instead of the poly. Here's a newer version: Still a bit of a harsh crease in the corners where the sections meet, will have to investigate further..!
  5. Okay, I had a bash at it. I've been discussing it with a guy on another forum who had a go at modelling it up in Blender - he seemed to have a fair bit of success, so I borrowed a bit from his method, most notably the piece of the corner that he chose to model. The flat polys were duplicated, spaced vertically and connected with more polys, but I left a hole at the end and where the piece would touch a duplicate. The result was placed in an array object to make the duplicates (and to tweak to get the polys lined up) before converting that result back into a poly, duplicating, flipping connecting and optimising points (which I did pretty much after every major connect & delete). Final shape then got placed into a hyper-nurbs object. It's kinda getting there, but I imagine I'm still a fair way off, particularly in terms of achieving a nice 'flow' across the model (note the harsh seems and faceting) and getting the connections to look tidier than they are at present...
  6. Very useful - thanks for taking the time to post that. I'll see how far I get before coming unstuck..! Wal.
  7. Thanks Cerbera, That does indeed give me somewhere to start. Wal.
  8. Hi. I've been using C4D for a bit and have a general feel for getting around the application (I'm on an ancient version) - aside from the very basic stuff (flying logos etc.) modelling has always been a bit of a weakness/mystery to me. I'm currently looking at creating a single tile of the attached and I'm after a couple of pointers on how some of you guys at the Cafe would approach it in 4D. Do I model it as a complete tile, do I concentrate on just modelling an eighth of it and patterning it? Do I start with primitives and pull 'em about? Polys? As you can see, I'm a bit lost in terms of knowing how to approach it correctly where the method allows me to achieve a natural flow and also have control over the edges terminating cleanly etc. Look forward to hearing a couple of suggestions... Wal.



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