how to "flatten" / "compress" a mesh in cinema 4d? - 3d-modelling

I have following 3d model:
So what I want to do is to flattern that weird shape that it is flat but does not look like crap. What would you use, how would you do that?
I tried scaling it flat, which does not work since it only scales down the top most shape which looks distorted. I tried to use the Brush tool, unfortunately that also looks like crap. I tried using the taper tool or other deformation tools, unfortunately that does not work either.
What I want it to look like afterwards:
I also don’t know what to google for.
Thanks for your help!

Related

Represent current speed and direction on a leaflet map

I'm trying to represent sea current speed and direction on a leaflet map, I found a plugin that represents it in an animated way like this example:
https://onaci.github.io/leaflet-velocity/
but what I want to achieve is something else, I want to represent it using arrows just like they did here:
https://thredds.socib.es/lw4nc2/?m=radar
or this
https://apps.socib.es/Leaflet.TimeDimension/examples/example3.html
so if anyone can give me a hint on how to achieve it, it will be very nice.
My personal effort result in the use of leaflet-arrowheads plugin to achieve it but I will need a lot of customization.

How can I organize tiles in a tileset?

I am trying to follow the tutorial for a dungeon RPG, which involves creating a tileset.
As part of this (bookmark to exact time in video (edit: thanks, corrected)) in the video it's possible to move around tiles into separate folders. I am trying to re-create this on Unity 2022.2.0.a14.2406, and I don't seem to be able to do this: Whenever I move around tiles (from a tileset) to other folders in my assets, I end up moving the whole tileset (see image below, with the left-arrow linking to the tileset). This of course prevents me from splitting up tiles, e.g. into categories like players/walls/etc.
How would you do this? I also tried using tags, but they seem to have the same issue - they get applied to all tiles in a tileset.
Edit: Example with multiple tiles (showing the first few) extracted via 'sprite editor => slice/automatic'. It's 256 tiles, so to use them it'd important to have some way to group these tiles.
I bumped into a similar situation, and solved it rather naively by firing up Paint.NET to edit the gigantic sprite sheets I had found online into smaller similar ones for the different types of terrains, and making a distinct PNG for each character and game object.
Good naming is critical: use a short but descriptive name for each PNG, so it imports and breaks down into say Torch_0, Torch_1, etc. and Castle1_0, Castle1_1, BlueBlobBaddy_0, etc.; have all the sprites needed for a given terrain type in the same import file, import them into dedicated folders/subfolders, then splice them into tiles.
It's honestly quite a lot of work, but it's well worth it in the end.
I'm hoping this post will honor the age-old rule "if you want to learn how to do something, post the wrong way to go about it online" and will prompt a better, not-so-naive approach to this problem which I presume everyone working with 2D tilesets in Unity has encountered.

UNITY: Everything looks Low Resolution. Even SVG vectors

I'm new to Unity so Hopefully this is an easy fix.
So everything looks super low res for me. I wish my images looked high res.
Even SVG looks low res even though they're vector nodes, I don't get that at all but I assume Unity doesn't play with svg yet? the black outline graphic is SVG, the rest are PNG with alpha.
Take a peek at my three different windows. Let me know your suggestions (remember I don't know anything so the easiest thing can been overlooked)
There is a "Scale" slider on top of the game view. Right now it is set to 2.8x. When you do that Unity just zooms in but it doesn't set the the resolution or actually change anything at all. It's like moving the screen really close to your face :D Nothing else besides that particulat window is affected by this setting. So my advice would be to always keep it at 1. Unless you want to see something specific at the screen of course

Adding elevation to a path to visualize aerial tracks over terrain?

This example shows a path snapped to the terrain. Is there a way to set the elevation along a path?
Ayvri is a good example of generally what I'd like this to look like, but customizable with mapbox.
You can probably convert your line into a polygon, then use a fill-extrusion layer to show something like this. It may not look good. I have a vague memory that Mapbox had a demo of something like this way back in the day when they had a surface API which gave the elevation at a point (prior to their current method)>

Roads are looking blurry in Unity

I am trying to make some real looking roads in my game,but the problem is ,when i am using roads so they are little bit blurry at distance and look like a real one.Can any one please guide me to solve this.I have uploaded my pic here
Is there possible solution for this?
Yes, it is a common problem, for textures' rendering at a certain distance/angle. You should enhance the aniso level, in order to apply an anisotropic filtering on the blurry texture (you can also change the aniso level from the texture's component, as in the picture below).
If the road is created via a Terrain component (which I doubt, since you already have a sandy terrain at the bottom), you should change the basemap distance.
Check also Quality settings, it might have Anisotropic textures disabled.