There is this thing called math. Scaling by hand is pretty atrocious, if you’re not using a snap function of some sort, and you’re looking for actual precision.

The internal proportion of a hexagon is 1 to the square root of three (or 1:1.73205081). So that is the proportion you want on your polygons. If you have a plane with an equal amount of polygons in both directions – and the plane is 1 x the square root of three – then you want the radius of each n-side to be 3 times the number of polygons in one direction. Ie.

A plane sized 1732.05081×1000 divided into 12×12 polygons. The n-side would be 1732.05081/36 (3×12) or 48.1125225 (you can always input the calculation into C4D – and in these cases it is less typing ðŸ˜‰ … or you could also just use the function sqrt(x)…

There is this thing called math. Scaling by hand is pretty atrocious, if you’re not using a snap function of some sort, and you’re looking for actual precision.

The internal proportion of a hexagon is 1 to the square root of three (or 1:1.73205081). So that is the proportion you want on your polygons. If you have a plane with an equal amount of polygons in both directions – and the plane is 1 x the square root of three – then you want the radius of each n-side to be 3 times the number of polygons in one direction. Ie.

A plane sized 1732.05081×1000 divided into 12×12 polygons. The n-side would be 1732.05081/36 (3×12) or 48.1125225 (you can always input the calculation into C4D – and in these cases it is less typing ðŸ˜‰ … or you could also just use the function sqrt(x)…