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Cerbera

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Cerbera last won the day on April 24

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About Cerbera

  • Rank
    Imperial Archon
  • Birthday 02/28/1973

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  • First Name
    Jay
  • Last Name
    Wood
  • C4D Ver
    19.053 Studio
  • Location
    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. How to Flatten / Compress a Mesh ?

    I don't know what you did there, but the modelling axis is not to set to normal mode, and that wasn't the right axis to scale on ! When you are in the right mode and have those polys selected as in your top screenshot, one axis should be pointing straight out form the surface. It might not be Z, but scale on whichever axis that is, holding shift so your quantize it to 0. CBR
  2. How to Flatten / Compress a Mesh ?

    Please update your profile - that is obviously not 14 Visualize... You need to change the modelling axis to Normal mode, then scale on Z, which will flatten just that bit along its average normal, which sounds like what you want here... failing that the sculpt flatten brush will also do it. CBR
  3. Export .obj = Black

    No, just baking to maps is only half the process. And may not be the ideal way to go depending on what you want to do with your obj file. Normally, when you bake a sculpt, you then delete the sculpt tag, and export only the low poly base mesh. You are doing something different because you don't have a low poly base mesh - you started with another high poly bust model. For that reason, I think you should do my second suggestion and just get a polygon copy of the highest sculpt level, and export that, which will mean the sculpt data is already applied and you don't have to mess around with maps in the target application... CBR
  4. Ink Drops

    Don't use the sculpt tools to flatten it - only use them if you need to sculpt the shape. Flatten with the regular scale command, having moved the modelling axis to the base of the drop. Probably best not to flatten all the way because you don't want the front and back sides intersecting... CBR
  5. Ink Drops

    Put the droplet model in a Null first of all. Then animate that travelling towards the cloth, taking the drop with it. Until it actually hits the cloth the Pose 0 strength slider just remains at 0, and only when it first impacts would you start animating Pose 0 strength up to 100%... CBR
  6. Ink Drops

    OK, if you have R18, then you have Sculpting and PoseMorph. The steps to doing this are roughly as follows: 1. Create a droplet in the starting state, and then copy that model and hide the original. 2. Using any polygon tools, or sculpt brushes, flatten and change the model into its final state. Careful not to add or remove any points. 3. On the first drop create a PoseMorph tag, and select Pose 0 (the end pose) 4. In the advanced tab there is a source box where you can drop the second model. 5. Change to animate tab of PM tag, and the Pose 0 Strength slider controls the transition between states. Keyframe that. CBR
  7. Ink Drops

    Please complete your profile with correct version information - important that is correct if you are asking for help... If you have it in your version (see ?) I would use Posemorph for this. That way you can use the sculpting or other polygon tools to create start and end points for a very art-directed flattening / expanding droplet. If you update your profile / confirm you have PM and the sculpt tools I can go into more detail about that... CBR
  8. I'd do this with a spline effector (sphere falloff, keyframe moved and upscaled into the center of your grid), which will pull out from center and line up the clones along your spline, with a random after it (linear falloff) to move clones back off the spline in a random way. A step effector could shrink them as they reach the end of the spline and you could use offset in the spline effector to move the swarm along the spline. As with all methods, there will be experimentation to be done, and issues to solve, but persevere, and solutions usually present themselves... CBR
  9. Export .obj = Black

    Correct - obj is an interchange format that doesn't support any program-specific functionality. You can't export a sculpt directly to obj because it can't see or use Cinema's sculpt tag. You need to to get rid of that, either by baking the sculpting to displacement, Normal or AO maps, or by taking an editable polygon copy of the sculpt (less ideal as your model will have several million polygons, and be slow to export and handle once you have). Also, please update the version information in your profile so it is correct - that's not R15... CBR
  10. He's certainly not in Lite like it says in his profile ! Pls change that @Hamish. When you are asking for help it doesn't help us help you if that information is wrong. CBR
  11. Meshing my whole Model

    Yes. Current State to object the top level null and that should give you poly copies of everything. Or you can just do that on the deformed bits if that's easier. CBR
  12. Connecting Geometry

    That's even worse I'm afraid, now you have multiple ngons on the caps of that. Subdivision surfaces require ONLY quads, so this won't do. I have rebuilt it out of polygons (under 30 seconds that took!), using symmetry and a bend deformer. Look at the amount of points I need in my version for a flawless SDS result, then compare that to all the unnecessary and uneven points you have going on in the spline. In the example on the right (shown next to your original, far left) we see the stages of building that, main shape and bend, inner extrude for control loops, extrude with caps, ring select, and edge cut for thickness ctrl loops, and SDS. This is a perfect example of when not to use splines when simple poly modelling is better in every conceivable way ! Start with the top half of a 12 sided disc, then extrude edges down from that to the half-way point. That will give you triangles, but you can melt those into quads as per my example... CBR
  13. No Color in Render

    We can't see the vital lower settings in the chrome material, but it looks like your reflection is completely wiping out the colour channel, which it will do if there is no fresnel set, and its level is 100%. If it's not that, then in the picture viewer check that: 1. You are not viewing any single pass from a multipass render 2. You don't have any filters turned on desaturating the image CBR
  14. Connecting Geometry

    Connect Objects & Delete only works with multiple objects, so if your model is already a single object then you don't need it. The object in question is a spline in an extrude, which has multiple problems. 1. At the top and bottom of the spline you have 2 points very close together causing overlapping geometry when extruded. Those should be single points with their tangents adjusted accordingly. 2. The direction of the inner spline is wrong, and needs reversing (select its points, r-click, reverse sequence). 3. You don't have Create Single object ticked in the Extrude Caps tab. 4. The spline interpolation method is not great either - you want natural or uniform for this shape. 5. Your caps are set to ngons, which will produce unhelpful and topologically incorrect geometry. This should be set to quads / regular grid, although that still won't give you as decent topology as you'd get had you modelled this simple shape from polygons in the first place ! A rather better solution would be to set spline interpolation to Uniform, choose no caps in the extrude, make it editable, then Stich'n'sew the inner edges to the outer ones. that will give you perfect topology like in my example below. Left is after the S'n'S, middle adds control loops, right is SDS result. CBR

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