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About Domglino

  • Birthday 06/07/1993

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  • C4D
  • OS
    Windows 10
  • GPU
    AMD Threadripper 1950X

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  1. I consistently have this issue with bevels I am trying to do, and always have to make all the surrounding geometry Ngons. Normally I am fine with it and isn't a bad thing..... except when it is. Naturally Ngons create their own problems, usually things I can foresee and take care of, except this: It's like... an inverted bevel of sorts. What am I missing here? I feel like there has to be a good method that I am completely ignorant to.
  2. Thank you for taking the time to write all this up for me. It was extremely helpful and enlightening.
  3. I have made a few attempts at this point to try and learn this new(ish) material system and cannot seem to figure it out. As I am just mostly a hobbyist and never work with other people or programs, I don't see the point to make myself learn this new system unless it actually gives better results. Basically, If I have two examples: a weathered metal material via the classic system, versus the same weathered metal material via the newer Nodal system... In the final render, is the nodal material actually outputting better results? From what I loosely understand of rendering, I doesn'
  4. Ah ha! So that's the trick, I needed to subdivide that sphere. Those videos were perfect. Thank you!
  5. 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
  6. 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.
  7. Oh man, yes. Thank you! I tried to find these pages earlier but was not having any success for some reason in locating them.
  8. 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
  9. It this addon for blender that allows you to do measurements like it is a technical drawing.
  10. 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
  11. Wow, this is really clever. I never would have thought to utilize the boole this way. I will also give this a try. Thanks!
  12. 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 t
  13. 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
  14. 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.
  15. Yeah, I agree. I figured you guys would know the best guidelines to lay out for everyone to follow.


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