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Aug 19 at 3:01 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 9 at 10:27 answer added Carlos Gómez timeline score: 0
Apr 14 at 11:07 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Dec 10, 2023 at 10:08 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Aug 6, 2023 at 5:06 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Apr 6, 2023 at 8:00 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 23, 2022 at 6:00 history tweeted twitter.com/StackBlender/status/1550722378900045824
Sep 4, 2016 at 11:37 comment added Rich Sedman Could be that the normals are not in the right direction. I'd suggest applying the mirror modifier, check that all the vertices of the two halves are correctly joined so that the inside is properly enclosed and then check that the normals are all pointing outwards (should be able to do that by selecting "recalculate normals".
Sep 4, 2016 at 11:21 comment added metaphor_set I think there are some misconceptions about 3D modeling and "filled" objects here. 3D modeling tools always create "hollow" hulls. There is no such thing as a "solid" object. If an object appears to be solid it's just an illusion created by using the right material shaders. As always, it would of course be important to know what the purpose of your model is (still render, animation, game engine asset) to give an appropriate answer.
Sep 4, 2016 at 11:07 answer added Shubol3D timeline score: -1
Sep 4, 2016 at 11:05 answer added schustudrai timeline score: 0
Sep 4, 2016 at 10:57 history asked Mostafa Elkady CC BY-SA 3.0