Using cinema 4d for terrain.

Just starting to use hammer. Only problem is that it doesn’t seem to be as user friendly as other programs I used. I know alot about c4d which is a big 3d modeling program. I was wondering if I could be able to lets say, import a whole flat grass map into cinema 4d, subdivide the terrain, use the magnet tool to raise random points to create hills then export it back to hammer. If true, how would I go about doing that? Right now I got a plugin(30day trial) that allows me to import and export SMD files. Idk if that’s what I need.

I doubt it would work with cinema 4d, but there is a 3Ds max displacement editing plugin:

Bro, just create the model of heels in your 3 programm then port it to Source then to hammer

So I cant do this:

I created basically a long flat plane in hammer(same setup as flatgrass), then I exported it into cinema4D. It came up as this:

(it came up colored as yellow, dont know why).

I merged those 2 triangular ploygons then subdivided it several times to get this:

Then used the magnet tool to do this:

So I can’t export it back and use it as the ground for the map? Beside that, if I could, IDK what I should export it as.

So far I got this plugin with these options:

Either that or I can export it to milkshape and use milkshape to export it to hammer? IDK much about Max, last time I used it was years ago when I was trying to make maps for Halo. Plus I dont have much money for max(thanks to the holidays).

Sorry for being a noob. I have no real knowledge of level design, and so right now I’m just assuming, and hoping to get the real facts. Tried googling but I guess cinema isn’t well supported among the modding community.

[editline]28th December 2011[/editline]

Also, why can we export DXF files but can’t import them back?

You can export it as a .smd which is a model format that source uses when compiling its models.

As far as I know you can’t export it as a displacement. You could try rendering a heightmap and using a third party tool called DispGen

Firegod is right, you can’t do this the way you are trying. If you can use 3ds max, Wall Worm has some frankly amazing tools which you can use to export 3d displacements from inside max, otherwise use something like DispGen.

-edit- and just in case you think you can do this the model route, I might warn you that you will probably run into poly/size limits and that you will have a choice between terrible lighting (a single sampled light spot for the whole model) or no normal maps. Also texturing will be almost impossible.

Or, just learn hammer. It has its quirks, but it’s easy enough.

I think it has more than quirks though. Atleast for me. I guess I was just expecting everything to be straight forward. I thought it worked like an ordinary 3D program with the same principles such as faces points, extrude, magnets. What exactly is displacement? Is it what extruding is?

Iti s straight forward. To make a displacement (hilly terrain)

  1. Create a brush, any size will do.
  2. Open the texture application tool
  3. Select the top face.
  4. Click the displacement tab, click the create button, leave as power of 3 (as power of 4 can mess up). Then manipulate with the raise and lower tools. Terrian displacements are ususlly done in blocks of between 256x256 up to 1024x1024. When sewing, ensure that the original block’s verticies match with the displacements to are trying to sew.

Play around with it. Hammer is a simpel tool to use, it just has a few quirks, but you will find it easier to learn how to use the tools than spend forever trying to import things properly.

Video tutorial going up now, hasn’t finished procesing yet, but will be live soon: