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About Domglino

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    C4D Cafe Junior

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    AMD Threadripper 1950X

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  1. Ah ha! So that's the trick, I needed to subdivide that sphere. Those videos were perfect. Thank you!
  2. Shoot. I was hoping no one would ask for the scene haha. I closed it out without saving since I hadn't really done much worth saving. I'll redo it real quick. What I did: used a cloner on a hexagon in a honeycomb array, then I used the Shrink Wrap modifier over a sphere. I am hoping someone can tell me a better, more proper method to create such a model, as this technique is just messy and unpleasant. Edit: Attached the scene. HexScene.c4d
  3. I am currently trying to make a sort of dome made up of hexagonal segments. The only way I can currently think of is with some modifiers, but I know that is not nearly the same, nor a correct result/technique. I am not trying to achieve a full sphere, just a hemisphere.
  4. Oh man, yes. Thank you! I tried to find these pages earlier but was not having any success for some reason in locating them.
  5. Hello everyone. So I am about to get the latest release of Cinema4D and am wondering what changes I can expect in regards to tools or other basic functionalities being updated over the years. I am aware of the really new stuff (improvements made in the R20 release) and have read all about them. It's the improvements between R17 to R19 that I am really looking for. Last time I made a big jump, it was from R13 to R17 and that was a really dramatic shift. This time I would just like to be aware of how things have changed and where they have changed ahead of time. I am just looking for the important stuff to be aware of, not necessarily every little thing. e.g. when I came from R13 to R17, several things changed names and many tools had a different functionality.
  6. It this addon for blender that allows you to do measurements like it is a technical drawing.
  7. So right now I am trying to learn about Normal Maps and creating them inside Cinema 4D and came across this short video tutorial. To sum it up in case you don't want to watch it, he is demonstrating how to bake a high poly object normal map on to a low poly object without having to UV both of them to be perfectly the same. Only the Low is UV'd. He proceeds to prove that only the Low is UV mapped while the high poly is in it's original messy state, and then bakes it. The specific function is found within the bake tag in the 'Normal' option as 'Ray Casting'. Time stamp is 3:24. So, my question is this: What version of Cinema 4D (I cant tell what he's using) was it first introduced? Is there any chance that it does happen to be in R17 (mine) and is just located somewhere else that I need to be looking in order to use it? I know it's probably not likely something that was around in R17, I'd just like to get some more concrete info on it and make sure. And then maybe some direction on where I should look for how to be baking normal maps with my version of Cinema.
  8. Wow, this is really clever. I never would have thought to utilize the boole this way. I will also give this a try. Thanks!
  9. This is amazing. Thank you everyone that took the time to respond and help me with this. So I think I am starting to get the hang of it, there are some some minor errors that I need to work out, but I am figuring it out as I go. Now, I'd like to ask, what is the process for you guys on this? I know everyone tends to have a different way of doing things, i'd just like to know all the options available to me. For example, one of the two scene files (Vector's), it looks like one was a cylinder that (I think?) was joined with something else and then worked on from there? It's hard to tell. I'm not very good at looking at someones mesh and being able to figure out their workflow. For mine I had a cylinder at 24 faces and another at 6, then basically joined them and worked from there. I worked on only one side and Arrayed it six times. This here is my attempt. Mine is the left-most one. I was using Vector's as a reference.
  10. Hopefully one of the many Subdivision gods here can help me with this. I am revisiting an old project and am having the hardest time recreating something I did using a boolean. Can anyone give me some topology tips on how to achieve this? This is an oldie of mine that I managed to create using a boolean; I am trying to do this with SDS modelling now. I included the scene file in case anyone wanted to look at it for whatever reason. Untitled 7.c4d
  11. Whoops, sorry. I was blindly quoting the original source. Also, I was unaware, mostly, of these clubs. I knew they existed, but didn't know they actually did anything. Guess I should go poke around.
  12. Yeah, I agree. I figured you guys would know the best guidelines to lay out for everyone to follow.
  13. Could we perhaps start a pinned thread similar to the one over at Polycount, but on the forums here at the Cafe? I know that Anyone from any 3D program can go over there and get assistance since all modelling techniques are generally the same and carry over, but I think it'd be cool if we had one here that is even more focused for C4D, and would help anyone inquiring about a shape even more so than someone showing you how to do it in another modelling program. This way specific steps using specific tools and objects can be given. Also, One does not need to try and search the forums for a similar post and/or create a new post. Whenever I need something, i just go there and use the search function on that thread for the specific thing I want, it's just almost always steps given in another program.
  14. I have started the long and slow progress of modeling out the symbols, individually. Here is a before and after with the placeholders and the finals, respectively. Only have three done so far.
  15. Yes, Currently they are just floating geometry. I had just finished making all the symbols' paths and put them all in an extrude for the moment. I'm still trying to figure out how I can possibly get the patience to model all 39+3 symbols. As for this boolean plugin you mentioned, I wouldn't mind giving it a try if you show it to me. My issue with booleans is the horrendous mess it makes of the mesh. I used to live by that dang tool. These days I can't stand having my models topology being in such a state anymore. Everything has to be clean. Ooph, man. Dont get me started on those damn "leaf" engravings. I can't for the life of me get them the way I want them to look (These are the things I was referring to previously when I said "a lot of the details are beyond my current capability"). I would absolutely love to get it to look like it does on the actual prop. For now I have settled with this. Just like when I redid those Squares, I am hoping the idea comes to me later and then I can go back and redo it... unless someone here can help me out and point me in the right direction... Thanks for the feedback! Edit: I figured it out (the leaves). It really was pretty easy, I just was being a little dumb with how I was approaching it.
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