Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Everything posted by Dannyx

  1. Just a round rivet head in there - what I made was pretty close, just to give you an idea. Imagine a sliced sphere. It's THIS. I'll require rivet heads like those in various places along my project, so it's a good idea to learn how to make one, so I can then hopefully create them on any type of surface. Thanks again.
  2. Will have a mess around tomorrow to see what happens. Was I close to getting the rivet head right too ? I also want to get that out of the way :))
  3. Never even noticed that and had a hard time even figuring out where that part is in my mesh :)) It's looking down on it. Are we talking about those two cuts near the top and bottom lips of the main "cylinder" we mentioned earlier, that I never got about to do ? I didn't forget them - I just left them for later so they shall be done to get it over with. So, to do list: Straighten the wall Add control cuts to both the cylinder hole and the pocket hole oh and of course..... make the other rivet as well :)) Funnily enough, you didn't criticize my belly button rivet head thing too much - the part which I was expecting to get the most reprimand :))
  4. Ok. I much prefer giving you the file so you can mess around with it, flip it around and go in and out small spaces a screen capture isn't able to...well, capture (pun intended) :)) It's probably very messy in there, so be prepared to flip out, since it's far from perfect like I said. One thing you won't be proud of is how I made the rivet head - it's almost certain it's wrong despite not having n-gons or triangles (that's not enough for something to be "pro"). I shall indeed add some control cuts along the edges of the "tunnel" to make it less round. Cyl.c4d
  5. Well I managed to make.....something :)) Have a look. It's ugly as all hell, but the only reason for that is because I was a bit too zealous and tried adding like a rivet head in the bottom of that hole all on my own and it sort-of worked but it's pretty oval-ish, so it's more like a belly button than a rivet :)) Below is the mesh up close (horrible, I know) and below that is how it would be visible to the camera when ready to render the final project, since this thing is part of something bigger - the camera would look at it from very far away and would never get as close as in the first snapshot. I think it's safe to say that from that distance (perhaps even further away) it's not visible (although it kinda makes me feel like it's the "half-assed" job attitude...cutting corners, you know.....). No worries: I can always go back to the basic shape and start from scratch. It was just an exercise. I used the earlier method of inner-extruding the side polygon, dragging the resulting "ring" of edges back into the mesh, deleting the poly on the face corresponding to the hole, so I uncover the "tunnel" and then the HN (see, I'm getting the hang of things) takes care of the rounding. I was even able to make loop control cuts INSIDE this "tunnel" no problem, but I found out it's actually not critical because I WANT the edge to be rounded rather than "hard". I also believe I haven't got any triangles or n-gons in there which is what we've discussed last time. Cheers.
  6. While on the subject: an N-GON is a polyGON which has N number of faces, right ? (wikipedia LOL). If so, aren't "quads" technically N-gons too? 4 sided ones ? How come they're regarded as "bad" or at least less ideal ?
  7. Yes of course. I'm not asking you to do them for me in the first place, it's just that you were overly kind to do some of the shapes for me so far...that's why I said, if you recall, that I don't quite feel nice about it- it's like cheating :)) I had a go with the boole which is pretty much perfect and the mess-around in the second version....will see which one turns out best. The second one is acceptable but the edges of the hole are too round and adding control cuts would be difficult because it creates triangles (I quickly tried it at one point)....so I guess I'll push on.
  8. Apparently they're called "pocket holes" and I actually managed to find a real example HERE. You got the idea, though.
  9. Yes, you're right, it's incorrect as far as the depth of the hole goes because I actually bored it all the way through. Again, in real life, if you tried to put a bolt in there to bolt the block to a wall, it wouldn't actually hold anything, since it would just come out the other end. The "tunnel" should only go in a little bit to accommodate the head but not all the way through like I did it there. I'm now thinking of real objects that have that sort of cut for the screw to go through so I can hopefully snap a picture and send it to you :D
  10. The boole one looks exactly as it should, that's why I said it LOOKS fine but may be unprofessional due to the use of boole, as you concurred :)
  11. I tried something on my own while I was waiting for your response and I managed to obtain THIS....ok so it's probably not correct, but it was a bold attempt :)) Yes, I know it's square for one thing and requires a lot more work so the subdivision surface doesn't mess it up, but I tried. Selected the side of the hook thing we modeled earlier, extrude inner, grab the edges of the resulting surface, pull those towards the back while holding CTRL and hey-ho we got a hole....I thought I was all done LOL (nope :)) ), but then turned on the subdiv and although not horrible, the edges of the hole are WAY too round. Also, I WAS able to obtain the shape you created (the surface being indeed flat), but I scrapped it because it's not what I need. If you look close enough, realistically, the boole one comes closer to real life. Like if I were to try and mount this block thing to a wall by putting a bolt through the holes you made, the head wouldn't sit flush with the bottom of the hole - the screw head would sit at an angle because the hole's axis is parallel to the side, not to the base at the back (which is how it is in the boole one). I'm not saying the boole SHOULD be used just because of that, it's just that it's how it should LOOK to give you an idea of what I'm trying to make :D I believe some control cuts need to be made to perhaps improve the one I made but it's late now, I'll work on it some other time. Keep in touch and thanks for your time once again - HIGHLY appreciated :) Cheers.
  12. Great. Got it ! Let's take it to the next level (sorry if I'm pushing it): I want to bore two holes in this thing to add screws. The way I did it, which is definitely not professional IMO, is I took a cylinder, threw it in a boole object and positioned it where I want it. While it DOES do what I need, I don't think it will win any awards for best hole in C4D :)) I watched some tutorials on how to do it WITHOUT the boole, but my surface is slightly more tricky to work with because it's at an angle. How would one go about creating a round hole in a slanted surface like THAT ? Looks hard enough to do... Thanks again.
  13. Gotcha, so I should grab the knife in loop mode, mouse around the inside lip until the white line shows up and make a cut all around like so ? (my cursor didn't show up in the snapshot for some reason but it WAS there, moving the white circle around - layman terms again there, sorry about that, I should call it a control cut !) There should also be one at the bottom lip too of course.
  14. Fixed it myself too in the meantime. Rather than using the symmetry I did it all in one piece. Have a look at THIS instead and tell me if it's the right way....I actually blew through it and did it in no time at all :D That being said, it could probably use some polishing though: I didn't take time to precisely position the control cuts - I just threw them on there to square off the edges. CylOK.c4d
  15. Here it is. I just kept the bare minimum immediately after extrusion (since I went back to the first stage where I had just the "flat" object), so I'm aware there should be some control cuts close to the edges there to make it less rounded but I didn't make them at that point. Something tells me the extrusion is definitely not right though, because it's got no cap at the bottom. It's so close ! It's SO CLOSE to being correct, but something's telling me I'm missing something really simple. Thanks. Cyl.c4d
  16. Ok, I'm back on this "project" since I've been rather busy lately. I still can't get the smoothing of the circle right: still has that rough edge. I got closer to a circle at the top, but the bottom is still very far off. I'm not sure what's causing the rounding issue to begin with, since problems only seem to appear when I enable to symmetry object
  17. That's the problem then. It will probably work for me too now. If some of the edges turn out too round when adding the subdivision surface (which they always do), I learned that adding a cut close to the edge straightens the edge out and this can be done even after the object is inside the subdivision surface (which is what I believe you refer to as HN - hypernurbs - back there, since it took me a while to realize that :)) ) The resulting cut can be "slid" back and forth, closer or further from the edge to control this roundness- layman terms.
  18. Good. Hopefully this will work out....did it work for you from the first shot or did you have to tweak it after dropping it into the subdivision surface ? Just curious. I also noticed something which may be an issue as well: the half you showed has no caps (is hollow), whereas when I extruded mine, those sides have a cap (you can't see "inside" the object). I assume it's that "create caps" option again. Fortunately, I did a save just before extruding the thing so it's still flat and I can go again from there.
  19. Will try it tomorrow (it's rather late here). I'll break it for sure at first, but that's part of the learning curve. To make sure I understand this: the "center loop of edges "refers to when the object is "flat" or already extruded ? There have been quite a few steps so far and I can't remember where to do this TBH. Thanks
  20. Very rough, but I sort of got it :D Trouble is the cylinder is not round: it's rather jagged at the top and bottom. Something tells me I'm not doing the symmetry thing right and the two sides don't meet properly. However, if I untick the symmetry object the resulting half seems perfect, so funnily enough I managed to do half of it right :))
  21. Actually no, it doesn't ! Just had another look: the lines corresponding to the bottom two points in your design are parallel - mine are at an angle still.
  22. I think I found the symmetry thing: is it the symmetry object we're talking about ? I deleted half the circle, made that a child of the symmetry object and it worked. I AM able to get the shape in "step 3" like so: after I'm at step 2 which is all fine and dandy, I select all the 4 points then type 0 for their X scale which makes a mess at first because the points all bunch up in the middle of the shape, but that's ok, because if I now hit E (move mode) and move the points in the X (red) direction, I sort-of get the shape, but there's a bloody triangle in the corner there, plus it doesn't have as wide of a base ! If I manually do one extra step, which is to grab the offending point and move it left (green Y axis), it ends up looking like yours....perhaps I'm too picky here and request too much automation when sometimes it just HAS to be done by eye ?
  23. Ok, let's do this ! Ran into some problems because I'm still learning my way around C4D and don't know how to do certain things. Don't know how to do that (the symmetry thing, since I know where optimize is). I must also question why I need to do that to restore a circle that's already there. Again, this may be really stupid and daunting to ask, but that's the point of the whole discussion. I need to do something once and then I'll remember it. This is because I couldn't get the first step right, but 3 edges ? Isn't it 5 edges ? I got the shape right shown in your second step, but by scaling 5 edges. I can now see why you did that extra first step, since I couldn't understand why and in what direction to "slice" the thing, since there's no axis in your snapshot to know which way is X/Y. Assuming I got to this step, is there an "automatic" way to make the points follow a straight line like that together at once, or do I need to grab each one individually and align them ? I know there's the snap to grid option, but that's probably not it. I WAS able to get that shape by aligning them individually, but it takes a bit too much to be the ideal solution, so I'm pretty sure it's not it. That's it for now, since if I carry on, I'd ran into the same issue of creating something that LOOKS like it, but is not actually it. The following steps seem a bit more familiar, so let's get the first part right and then I'll tackle those. Cheers.
  24. That's nice. I seem to be having trouble with the basics, since it's the first steps in your design that went over my head, whereas the latter ones were more familiar funnily enough...will give it a shot, more to learn stuff than anything. I'd like to keep this discussion open for now, because there's one more thing I want to do to that thing further down the line once I actually get it done.
  25. I'll play around tomorrow since now I'm no longer at my workstation. I always forget about the caps thing and it has screwed me over at one point before, so I can see part of the issue now. I can't precisely remember the steps I did to obtain that rough object, but what I DO know is it took a very long time, it seemed very hard and was done unprofessionally - it even FELT like something was not right there :)) The biggest challenge was getting a round object to flatten at one end and I tried it in MANY ways and messed around with a lot of things, but I guess that's all part of the learning process, so I can't complain....cheers and thanks for your continued support - will keep you posted.
  • Create New...