
WytRaven's Robot WIP
No booleans? Sir, herewith I officially attest you that you are sick.
Awesome!
Well, it's not a half sphere, doing that would definately make it harder/mean some work, but you didn't request that.
Didn't use any booleans or bevel stuff as well. I'd say I took about 30 mins (messed up once and had to do quite a bit again, and I'm ate a pizza, so there go the remaining 15 minutes since my last posting).

Well, it's not a half sphere, doing that would definately make it harder/mean some work, but you didn't request that.

Didn't use any booleans or bevel stuff as well. I'd say I took about 30 mins (messed up once and had to do quite a bit again, and I'm ate a pizza, so there go the remaining 15 minutes since my last posting).
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yeah thats how i figured itd be done. the triangles bother me a little though. the beveling between the cylinder and the sphere can just be done by throwing in one or two face loops at the intersection point, or just sharpening the existing edges.alex22 wrote:I just thought about the edges. That can't be a normal sphere, or your edges would have been jagged. It has to be several connected uv spheres (which are easy to connect to cylinders. Does it look something like this?
Its very easy:
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- Invert the selection and delete selected vertice. Then it looks like in this picture. Now you have to fill the holes like I did above. At last, you have to correct the vertice you created where the hole was, to compensate the flatness in that area compare
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- Then press ctrl & '+' on numpad, which selects all vertice connected to the current selected ones. Do that until the circles meet (like in the picture).
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- First make a uv-sphere (I used with 32/32 settings, the number of rings should be a multiple of four, and the number of segments should be even) and duplicate and rotate by 90° 2 times, so it looks like on the picture. Then select the end vertice (which h
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wow. I'm always impressed when people are able to avoid triangles. 
Oh... hm, ok, Cinema 4Ds booleans are a bit troublesome too, sometimes doing lots of nonsense. One has to be careful with them, but it can be fixed... I think it's easier than doing everything by hand. I once did everything by pushing around the points and copying, that was terrible.
Cool tutorial alex, surely comes in handy one day

Oh... hm, ok, Cinema 4Ds booleans are a bit troublesome too, sometimes doing lots of nonsense. One has to be careful with them, but it can be fixed... I think it's easier than doing everything by hand. I once did everything by pushing around the points and copying, that was terrible.

Cool tutorial alex, surely comes in handy one day

Alex22: Although that is a cool way of doing it (and probably easier, than what I did) it's not how I did it.
I actually did it when this object was still only 90 degrees around the Y axis and used a vertex group made of the cylinder end, the 'cast' modifier using the sphere's center as the point of reference, and an edge loop knife cut to make the bevel
There's always more than one way to achieve something 
Actually it's funny but if I hadn't been working on a 'quarter' object at the time, and if the vertex resolution of the two objects had been matching, I probably would have see that I could have used an even simpler technique using the 3D cursor and virtual plane alignment (something I've discussed on these forums elsewhere before and should have seen as obvious
). Working on a quarter only had my mind seeing complicated curves where there weren't any...hard to explain but I know what I'm taking about
Now if this hadn't been discussed then I probably would have never noticed that so thanks guys for participating in this discussion.
Here's the mesh (bottom bit shows what I mean by Quarter Mesh):

I actually did it when this object was still only 90 degrees around the Y axis and used a vertex group made of the cylinder end, the 'cast' modifier using the sphere's center as the point of reference, and an edge loop knife cut to make the bevel


Actually it's funny but if I hadn't been working on a 'quarter' object at the time, and if the vertex resolution of the two objects had been matching, I probably would have see that I could have used an even simpler technique using the 3D cursor and virtual plane alignment (something I've discussed on these forums elsewhere before and should have seen as obvious


Here's the mesh (bottom bit shows what I mean by Quarter Mesh):


Yep, looks good 
My problem would be the thing at the side. I've done a boolean there to show what it would make in C4D, I think I could do what you have done based on that, would mean quite a bit of work though to fix the mesh. Alex way seems to be the best to me.
@Kram: Why isn't alex way precise enough?

My problem would be the thing at the side. I've done a boolean there to show what it would make in C4D, I think I could do what you have done based on that, would mean quite a bit of work though to fix the mesh. Alex way seems to be the best to me.
@Kram: Why isn't alex way precise enough?
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