Follow these steps
1) Go on Face select
2) Select the faces you want to "block" and click on Offset Edge slide
In this way these 2 faces will be indipendent from the others
3) Move your middle face in the position you prefer. Remember: move it, not extrude.
4) Select all your mesh and press w --> Remove doubles
Extrude and To Sphere
Extrude your edge loop upwards.
Type Shift + Alt + S > 1 to execute the To Sphere command.
If you have overlapping vertices, try using the smooth (W > O) a couple of times and then the To Sphere command again.
Extrude your edge loop upwards and select it.
Choose the Circle of the LoopTools ...
This result can be achieved easily using basic operations.
Connect parts of your shape, so it only has one edge (select 4 vertices and press F and repeat)
Connect it to a circle (or your handle)
Add some ridges and move your shape upwards to taper it.
Make one outside edge and connect it to a circle (or other shape)
Extrude it to make a handle (unless ...
Here are some updates to the script https://github.com/vvoovv/blender-geo/blob/master/io_import_scene_osm.py
Extruded buildings based on building:levels using a level_height setting in import. Also added a scale setting.
Result So far.
Haven't done much with roofs yet.
Till I add it into ...
It's not a bug. You extruded straight down, through the sides of your cup.
Blender isn't going to stop you from doing this, as it's not a real solid cup, just mathematical points connected in a conceptual 3d space.
I'm on mobile, so an illustration I sketched out in my notes app will have to do. Imagine this is the side profile of your cup. The green arrow ...
The extrude shortcut hasn't changed, the default select button has.
The extrude shortcut is ⎈ Ctrl+ non-select mouse button, where 2.7x defaults to RMB select, you use ⎈ Ctrl LMB to extrude, Now that 2.80 has LMB select you use ⎈ Ctrl RMB to extrude, unless you change your selection setting.
In 2.80, ⎈ Ctrl LMB can select a ...
Your cup's extusion down is doing what Blender thinks you want, but not what you think you want. Extrusion (the 'E' key) travels at a tangential angle away from the average normal created by the vertices in your selection. Thus, they will continue in this straight path as you stretch it out (via mouse or input of a number on the keyboard). The issue you'...
Update 25 January 2017
The OpenStreetMap importer for Blender has been completely rewritten.
Here is the link: https://github.com/vvoovv/blender-osm
A large number of roof shapes is supported: flat, gabled, hipped (for a quadrangle outline only), mono-pitched, half-hipped, round, pyramidal, gambrel, dome, onion and saltbox.
Below are some results of its ...
Yes, you are misunderstanding how Spin works. Spin takes your selection and does a spin extrusion about the 3D Cursor, from the current perspective of the 3D Viewport.
Here's a screen shot to illustrate:
If you want your spin extrusion to be in alignment with a specific axis, align your 3D Viewport accordingly and enter Orthographic View before executing ...
Most likely your curves need cleanup.
You mentioned joining all objects after import, did you mean all segments were separate or did they come as closed curves already and you just joined them into one single object?
I would advise checking for any loose vertices, and more importantly overlapping vertices, which are the most likely to cause the artifacts ...
1) Keeping modifiers unapplied
Modeling without applying modifiers can be quite tricky.
Tring to keep the Solidify modifier, which basically extrude faces along their normals, isn't probably the best choiche for your task because your reference object has a different depth extrusion on one side.
You could have done that by stacking two Solidify modifiers, ...
Here is the extrusion part filled in:
import bpy, bmesh
from math import *
from mathutils import Vector
NUMVERTS = 1000
Dphi = 2*pi/NUMVERTS
# calculate x,y coordinate pairs
coords = [(cos(i*Dphi),sin(i*Dphi),0) for i in range(NUMVERTS)]
bm = bmesh.new()
for v in coords:
# think of this new vertices as bottom of the extruded shape
You can't really extrude outwards, it's actually a two step operation composed of an extrude and a scale commands.
Select the desired geometry and press E to extrude and immediately after Right Click to cancel the operation.
It will look like it id did nothing but it acualty created duplicate faces that are now overlapping the original.
Now just scale it ...
Say this is the result of the SVG import, it's still a Curve Object.
because it is still a curve object, you can do almost the same things to it as a Font Object.
Set the type of curve to 2D, you'll get more options.
Like Offset, Extrude and Bevel with depth, divisions. Technically if that's all you need and your shape can be bevelled nicely then you don'...
This will be our shape (profile) needed for beveling main neckles.
You can create it from Add > Curve > Circle and:
Rotate it on X axis by 90 degrees.
Go to Front Ortho view.
Select half of it.
Press V and select Vector.
Move middle point to be even with top/bottom ones (you can use Snap to Vertices).
Go to Object Mode.
Depending on your mesh, you will have to select a number of faces to use as a circular entrance to the hole. The density of your example image suggests to use 2x2 (4) faces.
Select the faces and remove them. X
Position the cursor at the center of the desired hole and set the pivo point to cursor mode.
Select the vertices and make them to sphere ⇧ ...
Ah ha! Apparently it's called Rip-Fill. Simply select the desired vertices/edges and press Alt+V. And it seems you can pick which side moves by which side the mouse started on when you press Alt+V. Amazing.
Taking the inspiration from Jachyms answer I managed to produce the following stamp:
My technique was slightly different, as the geometry of the SVG is pretty complicated and I kept losing track of which faces I wanted to keep (is there a way to mark faces in some way?), but I would not have known how to approach this if it weren't for Jachym.
For those ...
With the top face deleted and vertices selected ...
Set Pivot to Median
Set snap to Vertex and Active, and set it to influence Scale. Check 'Project on to Self'.
With cursor close to Active (white) vertex Extrude E Scale S Limited Axis ShiftZ and snap the active vertex to the one below it.
(Holding Ctrl while dragging toggles the 'Snap' state.)
You have the right idea! Adding "bump" doesn't change the geometry, it only gives the illusion of surface detail. So instead we need to use a Displace Modifier.
As others have stated, you need a sufficiently subdivided mesh and a carefully prepared displacement texture. I will go into some of the details of setting this up.
Here is an example result:
This is the result of really messed up topology. This is to be expected when you're working with curves. Remember, curves are geometry also! The main difference between them and vertex based objects are how you interact with them.
There are two ways that you can get a clean enough mesh for beveling. You can clean up the original mesh, or you can remodel it. ...
Enable Snap during transform option (click the magnet icon) and change the Snap Element type to Vertex. Extrude along the desired axis (in my case I press E,Z) and move the cursor until your extruded element snaps to the other mesh's edge.
This happens because you haven't applied scale , so to apply scale ,press space bar search for Apply Object Transform , click the option then go at the tool-bar then under the tool-shelf and select scale.
then repeat the steps you are doing in your question.
Note: you should be in object mode to be able to search for Apply Object Transform.
Similarly to the link in your q, can use bmesh operators, in this case I've used solidify, Note you must set the normal before calling the operator to get the desired result. Also note that face.normal = (0, 0, -1) (commented out) could (preferably?) be used in place of bm.normal_update().
import bpy, bmesh
from math import radians, sin, cos
NUMVERTS = ...
This is a great case for spin modeling. There are two way to do this, you can use the screw modifier (I prefer this way); or you can use the spin tool in edit mode.
I will just describe the process to use the modifier, the modeling it exactly the same for either method; however using the spin tool is destructive (and a little harder to set up).
Start by ...
In smooth shading, the vertex normals are interpolated as shown in this profile view diagram :
More details in this video : https://youtu.be/PMgjVJogIbc
Most of the times, we want acute angles or right angles to stay sharp.
To do that, you can either :
enable Autosmooth and set the minimum angle for smoothing (above that angle the edges will stay sharp) :...