Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

Everything posted by Dannyx

  1. Yes, I know, at first glance it looks perfect: the whole object is yellow (if that's what you mean by "correct normals"). I saved it after I somehow got all the faces to "face the same way" and be all yellow as I like to say, but I'm sure you noticed that as soon as you try to bevel the thing, one of the sides just snaps back to being blue Yes, there are obviously many things wrong with it, so yes, I did consider starting from scratch which is what I'll probably end up doing anyway. Now about the shape you pictured, couple of things I want to know: is the one you created obtained and recovered from what I sent you or is a fresh object created from scratch ? This is so I don't struggle like a moron with the existing model when in reality it should be done from scratch (which is what I'll do anyhow).... Secondly, that's the shape I had in mind too originally and although it seemed like a simple task in my head, I couldn't find a straightforward way to do it, so I made a thing that LOOKED like it, but wasn't actually IT.
  2. Yes I do, but I'm still considering whether it's worth the headache.... Had a mess around myself and I think I may be on to something, but I won't know until I see it being done. It's part of a file which contains various other f-ups, so I copied just the object in question into a new file - hope that didn't affect anything..... Cyl.c4d
  3. Yes I know it's tougher this way, so your patience is much appreciated :D Also watched the vid you provided again - have seen it before in one of my other "quests" :)) So I'm in point mode, select knife, set it in loop mode, alright, all good up to this point. I have done it before, but what am I cutting exactly ? What am I looking for ? If I choose loop selection, I can see the white loop encircling the "footprint" of the yellow area, but not the blue area. I'm assuming the goal is to have this line go all around the object somehow (I'm using plain language here rather than buzz words, since I reckon you call that "line" an "edge loop" in pro slang).
  4. Thanks, but naah, that wouldn't be right. I want to do be able to do it myself :D Yes I know it's more daunting this way, since the solution is probably really simple and it only takes a couple of clicks, but that's all the more reason to struggle on my own.
  5. I know about the knife tool and the loop mode (having watched some vids like you said), but what would the end result be ? Where exactly should I cut the thing ? It's backed up, so I'm not afraid to experiment at this point :))
  6. Thanks for your reply first of all. How would I go about doing that ? Like I said, I haven't got much experience yet. Cheers.
  7. Good day folks. I've seen others running into this issue, but I couldn't follow along with the solutions sadly, so I'll present my own version of the problem: as you can see in the snapshot, part of that object I goofed around with is yellow and the rest is blue. When I tried beveling it slightly, the blue part turned into a horrendous mess, obviously, because it's trying to bevel towards the inside rather than outside (those sides are facing the wrong way).....looking into the issue, I can't seem to solve it at all, since even if I select that blue area and select "reverse normals", the moment I select "bevel" and try to drag, it goes back to being blue and starts bevelling in the wrong direction again......any solution to this ? It may seem like a simple task, but it took me quite some time to create that thing, despite not looking like much, with me being just a novice, so please don't tell me I have to do that all that again ! :)) As a side note, what could be causing this ? That way, I'll know to avoid it in the future..... There's probably something I'm doing wrong that caused half of that poly to flip around, since I haven't seen it happening so far.... Thanks :D
  8. MoSpline looks interesting...it's in the "mess-around" phase so it's not critical whether something's done the right way or not as long as it ends up looking how I want it to, but sometimes something I struggle to achieve could be worked out much quicker and better some other way, so that's what I'm mostly interested in: learning to use C4D correctly and efficiently :D
  9. I worked out 3 myself: I WAS able to move the handles around before, but the problem I was having was it moving into the Z axis as well. To stop it from moving in the Z axis, you have to disable the corresponding X Y Z icons at the top (layman terms there). I figured as much the first time (since it's the same with objects), but I accidentally disabled ALL 3 of them, which is the same as having them all enabled apparently, so the handle still moved in the Z axis as well, which made no sense since the axes were all disabled and the handle STILL moved (most annoying at the time) - you need at least 1 of the three axes enabled and the mouse will only "stick" to that one. I chose X and Y for the purpose since I want the handle to go up/down, left/right but not back and forth, so that's sorted. Sad to see there's no way to move the point to another location on the spline other than manually. C4D seems like a HUGE program, so I was expecting it to be able to do so...not a complaint, just a suggestion...
  10. Good day folks. Last time I asked for help, people were friendly and keen to help out so this encouraged me to learn some more and ask about another topic which has been driving me nuts for some time now: say I created a spline like the one in the pictures. I created an arc, selected "close spline" which resulted in a D shape. I then "sucked in" the top of the arc to create that...thing...nevermind. I actually have several questions and since they're all related to splines I'll ask them all here. The thread will probably be moved, but I don't dare to ask anything outside the "beginner" section for now so please bare with me. 1) is there a way to move a point along the spline ? Say I want to move the point indicated by the green arrow further to the right so it ends up where the red arrow is pointing. I'm not talking about grabbing the point and moving it around the workspace, I mean move it strictly ALONG the spline it belongs to, as if you had a bead on a string and you slide it back and forth to where you want it, hence not deviating from the spline. 2) I know you add points to a spline by holding CTRL and clicking, but how can I distribute them evenly along the whole spline after I do so ? If I only want PART of the points to be equal while leaving one/others further away, can I do that as well ? When I try to extrude the spline in the picture, the curves at the top there look very jaggedy and sharp, even though the spline looks fine to me, so my guess is that it hasn't got enough points. 3) when you click on a point, the handles appear to adjust the path (I think that's what it's called) like in the second picture. How do I adjust those things ? I mean, yeah DUUH, you click and drag them but the problem is that as I move the mouse around, the handle doesn't just go up/down, it also moves in the Z (depth) axis since we're trying to move something in a 3D world with a "2D" mouse !! Can I somehow LOCK or move those handles so they only move in the same plane, up/down, left/right but NOT back and forth unless I need them to ?! For instance, in the second picture, I'm trying to make that curve on the left not so steep, so I'm trying to turn the handles clockwise to see what happens, but as soon as I grab the point indicated by the red arrow and try to move it, it also moves "backwards INTO the scene" so to say and twists the spline. Splines seem to be a big deal so I'm trying to get them down as much as possible, so I can hopefully figure the rest out as I go. Cheers and thanks.
  11. Thanks for the help once again. I got it looking great now and no more texture glitches either. It' actually better this way since the edges of the SMPTE portion are now rounded, so I managed to steer around the issue you said I'd run into whereby the front would look like a flat sticker slapped over the SMPTE bars....it's a work in progress so I'm not bound to a very specific look I must absolutely achieve, so this looks great to me :D Now on to making that static texture....
  12. Thanks for the tips. Will have a mess around and see what happens and how it ends up looking like - it's a start.
  13. Good day to all the wonderful people out there who might be willing to help. This is my first time posting here, so please bare with me if I mess something wrong. As the section I'm posting in suggests, I'm a complete beginner when it comes to C4D, so try not to be too "professional" or harsh in pointing out "that's not how you do that" - that's the point, I have very little idea of what I'm doing and I'm just messing around :D Anyway, I'd like a bit of advice on the following matter: trying to create a 3D logo. The logo consists of 2 MoTexts on top of each other: an inner one and an identical one over it to serve as an "outline" (please see attached images). Danny's Game Vault is my Youtube channel in case you're curious, but I hope this doesn't count as advertising and gets me banned.... The letters are supposed to start off all jumbled up (used random effector for that) and then slowly line up to form the logo and look like in the first picture: the outer MoText is supposed to have that "SMPTE bars" texture, while the inner one is supposed to have the black noisy texture similar to a TV displaying static (ok it's not quite there yet - still working on getting it right, but it doesn't matter, the issue happens with any texture or color). When everything lines up, it DOES look like I want it, but I'm having some difficulties with the textures when the letters move around or are in any other position than straight: the textures "blend" into each other and flicker as the letters move, almost like it doesn't know which one should be on top (see the second picture when the letters are in motion). The SMPTE texture is supposed to stay on the outside MoText, without any of the black stuff "leaking through" from the inside MoText. It doesn't matter if there is texture or not - the two surfaces always seem to combine somewhere. I tried searching around in various places to see if others had this issue or at least something close to this, but the projects I encountered were also a lot more complicated and dealt with very complex settings which can't really apply to mine (not in this stage), so I couldn't really follow along, that's why I decided to seek help specific to my issue - maybe it's something really easy. I'm assuming the two are too close together. Perhaps the easiest solution would be moving the two further apart, but that would also affect the end result and would require further tweaks to the animation and junk... I'm assuming there are other more professional settings I haven't messed with yet, that's why I'd like some help. Many thanks

Latest Topics

Latest Comments

  • Create New...