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Cerbera last won the day on June 22

Cerbera had the most liked content!

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About Cerbera

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    Imperial Archon
  • Birthday 02/28/1973

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    19.053 Studio
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    South East, UK
  • Interests
    Aerial Photography, Pianoing, Guitaring, Bassing, Drumming, Audio Production, stupidly fast Electric Unicycles, String Sections, Flying machines, 3D things, technology, critical thinking, cats, nature, skies, large hairy spiders, robots, dark scary synth drones and Omnisphere.

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  1. You are missing a stage - you need to combine the terrain shader with a noise, or noises, within a layer shader. Here's one I made earlier that way. And here's the tutorial that tells you how to do it. CBR
  2. When are Ngons OK?

    Contradiction in terms ;) CBR
  3. Nothing to do with rigging is a beginner question ! Moved to the right bit ! (Animation / Rigging). CBR
  4. When are Ngons OK?

    If you are a modelling purist it is never acceptable, and technically all ngons in final models are modelling mistakes*. Of course clients couldn't care less on the whole, so if it's all about the time, and there are no artefacts in render it is difficult to object, though I still would :) What few people seem to realise is that if you train yourself with a solid grasp of poly modelling and practice for years, then you are often able to model stuff properly in the same time as it takes everyone else to bodge it together any old how. And then the argument for tolerating them rather falls apart... Models without ngons are always better than those that have them because the files are more flexible because they will subdivide predictably in every program the mesh could be loaded into, and you leave that to random chance if you allow the sub-d algorithm to solve them for you - they all do it differently. It's true, booleans don't always break the mesh, and sometimes they definitely are the quickest way of doing stuff. But if you can clear up after them, why wouldn't you ? If you did, you'd be able to use a booled mesh with subdivision and in a whole load of cases where the ngon version would fall apart. But if you don't need SDS or any of the other things that would affect it then there's the argument for leaving it just as it is... Of course ngons while you work are another thing altogether, and can be very helpful while you plan your topology - you just won't catch me leaving them there. I sell my services as a modeller - you can imagine how unprofessional of me it would be to be handing out meshes that contained mistakes, that's all I'll say ;) I am aware that people like me and @VECTOR are the exception rather than the rule, but that doesn't make us less correct ;) CBR *Ok, perhaps twice in a lifetime you might come across a modeller SO good and so uber-aware of how his software translates ngons into quads and tris that he is able to plan and use ngons to achieve specific surface qualities that would be impossible, or significantly detrimental to achieve any other way. In THAT case, ngons are fine :)
  5. It's here, but no, didn't get asked as far as I remember. CBR
  6. Render Slows Down Overnight

    Not at all, and thanks for posting that it fixed it ! I'll mark this one solved... CBR
  7. Python Doc info

    Indeed not your screenshot :) The person we'll be ejecting certainly isn't you, my friend :) CBR
  8. Python Doc info

    I just looked at the screenshot which said 16.11. Nobody spends £4K on software and doesn't update it to the latest version of that, unless they can't ! Yes, that's why stealing Cinema is so out of order - there are perfectly fine free alternatives available ! CBR
  9. Putting sides on this object

    No worries. I did it like this. ...which started like this... ..then went like this... This is the interesting one - bevelling just the corner edges (corner ngons allowed - we'll be recutting it later anyway) then retopologizing to restore quadly goodness... I used Loop cut, Line cut and M, M (Connect) for this. Lastly it's control loops and inner extrudes on the side panels (subsequently recut to flow straight out of the bottom edge - we don't want rounding there !) to give a flawless SDS result. Hope that helps. CBR
  10. Putting sides on this object

    I actually made you step-by-step on this, but then fell asleep in my chair before I posted it ! Probably no use now :) You're right though - there weren't any complex poles :) CBR
  11. If you select a model in the Object Manager the material it uses will be highlighted yellow in the Material Manager. You will also see material tags there, and hovering over that will reveal the name of the material being used. Or, working the other way round, you can select a material instead and run 'scroll to first active object' from the functions menu, which will find things that use it. Finally there is the Texture Manager which you use for seeing what is missing and relinking any that are... CBR
  12. Subdividing a Square Hole

    Indeed. Like the ones you have on the outside corners... Having a 45 degree meeting of edges (as you get when inner extruding) directs the SDS flow around the corner, whereas box corners with crossing edges tell SDS that corner needs to be sharp. CBR
  13. Subdividing a Square Hole

    You just forgot the inner loops my friend :) Add the highlighted ones below and it'll all be fine... Because you made the cutout bit by inner extruding you have the wrong topology there - ideally you would want box corners there, but I have done the next best thing which is to add the inner loops anyway, which now become 'effect enclosure loops', which restrict the corner rounding to a tiny area, and save it that way... CBR
  14. Python Doc info

    You seem to be running a crack yourself ! Can't help people who are doing that. CBR
  15. Modeling a Skate-Park

    Do this with regular Sub-D poly modelling for the curved bits and regular poly modelling for the straight bits, which can be separate elements - but splines are fairly unsuitable for this, so probably don't use those. CBR