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22

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


17

Multiple Methods 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. LoopTools Circle Extrude your edge loop upwards and select it. Choose the Circle of the LoopTools ...


15

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 ...


14

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 ...


13

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. https://gist.github.com/batFINGER/87ad90900be589281eeeaa83697d541f Result So far. Haven't done much with roofs yet. Till I add it into ...


13

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 ...


11

Most likely your curves need cleanup. Diagnosis You mentioned joining all objects after import, make sure all segments are closed curves, not separate lose segments inside one bezier object. I would advise checking for any loose vertices, and more importantly overlapping segments, which are the most likely to cause the artifacts similar to your screenshot. ...


10

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'...


10

Just for fun, you could do it procedurally. Add Array modifier Add Simple Deform Modifier > Bend > 360° Add Weld Modifier to merge the start/end vertices. You can also non-destructively adjust the radius by moving the Origin point.


9

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 ...


9

You can use the faces of a mesh to dig a hole in the same mesh, using the ctrlF > Intersect (Boolean) tool. Just push the face a bit further down. Then in the Operator box choose Difference and Solver > Fast. Or use a second mesh:


9

Is this what you mean? It's the loop selected, and GG, Edge slide, with Alt held down, or C pressed, to release the clamp.


8

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 ...


8

The easiest way to do it is by Bridging the Edge Loops. Make two legs for the table: Create two edge loops on both the legs by Ctrl+R. Make sure that it's perfectly aligned or else you will get a slope. To place the loopcuts perfectly hold down Ctrl while sliding the edge loop. Which will get you this: Now select the faces as shown and press F3 and type ...


8

This is an even extrusion, no scaling. So.. Alt-select the ring of generated faces, X delete them Hover - L select the isolated patch With Snap set to 'Vertex', 'Active', the whole patch selected, and a convenient vertex made active, just G snap the patch back into place.. All verts selected, M merge > By Distance.


8

You could try using "Spin Duplicates" Create 1 of the "ramps" and delete the rest of the faces Then use the Spin Duplicates tool to spin the selected faces around the 3D Cursor. It takes a little getting used to, but it's a good tool for this kind of thing. There will be some clean up so be sure to Merge by Distance the result (I had to ...


7

The most practical procedure on ANY mesh would perhaps be select the Face, Shift+D (duplicate), cancel (Esc), extrude (E)


7

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, ...


7

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 ...


7

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: bm.verts.new(v) # think of this new vertices as bottom of the extruded shape ...


7

This feature has just been added to Blender. It will be available from version 2.90(https://builder.blender.org/download/). It's called "Extrude Manifold" and is located in the toolbox T, under the "Extrude" dropdown, Or by pressing Alt+E. ↑ Here I'm using Face select mode (3) but it works in vertex select too


7

Answer (April 2020) This feature has just been added to Blender. It will be available from version 2.90 (https://builder.blender.org/download/)). It's called "Extrude Manifold" and is located in the toolbox T, under the "Extrude" dropdown, or by pressing Alt+E. ↑ Here I'm using Face select mode (3) but it works in vertex select too Old ...


6

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. ...


6

Did you try using the text settings rather than manually extruding it?


6

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'...


6

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.


6

Final: Steps: Bevel object. 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. ...


6

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) :...


6

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 ⇧ ...


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