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Modeling refers to the process of creating 3D objects or structures using a 3D modeling application like Blender. This tag covers all aspects of modeling, including techniques, tools, workflows, and tips to enhance your 3D creation process.
3
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2
answers
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How to export faces from mesh as another mesh?
Perhaps I am missing something pretty obvious and simple, but can't find the way to get copy of some faces of existing mesh as new mesh.
Say, I have some comlicated mesh, and I want to get some part o …
5
votes
3
answers
991
views
How to make a road with border?
I want to make a road with a border as shown in the image below:
Currently I do the next steps:
2 main loop cuts vertically, 6 horizontal loop cuts for curving
Select horizontal edges and manually …
6
votes
3
answers
619
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Generate periodically structured holes in non-linear mesh (make curved fence)
I want to make a fence on a curved bridge.
Currently a have a bridge mesh and a fence mesh, that repeats bridge curvature, but is solid. I need to make holes in that mesh as shown in the picture below …
3
votes
Generate periodically structured holes in non-linear mesh (make curved fence)
I found solution for not literally making holes, but can be considered as it. However, this is what I need. The main benefit of this method is that it does not requires adding any curves.
Create a ve …
1
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0
answers
483
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How to texture/model a huge terrain for open-world game?
Considering a city terrain, it is pretty various: somewhere there is an asphalt road with a good bordures, somewhere road and bordures broken so it smoothly turns to the curb, into the pedestrian part …
0
votes
How to make a road with border?
Been experimenting a while, and currently I can admit, that the most comfortable (for me) method is to use Knife tool on plane.
It is way more faster and more easier than using any modifiers, curves a …
3
votes
2
answers
415
views
Set vertex position along axis so it be equal another's position
There is a face, that consists of few vertices, and initially all of them was coplanar, so the face was parallel to the floor (XOY).
But I moved one vertex along z axis, so now face is not parallel.
H …