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10

Hey guys ... you provoke me :) No deformations on surface. No glitches in animation with booleans. Shape 01 add Icosphere Bevel Ctrl+B Vertices V Delete X newly generated faces Modifiers: Subdivision - Level 2 Cast – Sphere, Factor 1 (to get perfect sphere shape) Solidify for thickness Boolean - to cut quarter by another object like a Cube Notes: Switch ...


8

Create icosphere + cube add subdivision modifier to icosphere add boolean modifier to icosphere -> object: cube select icosphere and enter edit mode with TAB press CTRL-B to bevel and bevel like this: change to face select select one circle face select->select similar -> polygon sides then you will get: Tap X -> Faces press TAB Shade ...


8

Poke Faces doesn't have anymore shortcut but you can go into the Face panel (or CtrlF) > Poke Faces. You can also right click on the function if you want to give it back a shortcut.


5

Maybe use another method to build it, create a circle object, put it on the side, use it to cut a shape on your dome with the Knife Project tool (select the circle object, shift select the dome object, go in Edit mode then go into the Mesh panel > Knife Project): Clean up the cut shape with some X > vertices and edges dissolve, make it go down to the ...


5

Let's try with, hated for good reasons, boolean workflow, mainly because I think the tutorial you linked uses booleans. Though there the holes aren't distributed evenly: The above could be achieved by making a cone, and adding two array modifiers, but we can do better, like Chris, so let's try but with boolean modifier. The advantage of boolean is that you ...


2

Beginning with a simple 5 face pyramid and bevel seems to work fine:


2

World space altitude (Z position) does not do anything special. Materials can affect things (especially if using object coords with something armature deformed); and of course, moving one thing but not everything can change things (because then you're lighting from a different angle, or reflecting things with a different relative position.) But what you're ...


2

Faces cannot have holes in them in blender like they can in sketchup. This is because blender is closer to the hard coding of 3-D graphics.


2

The only way I know how to rig a character is to have all parts of the body be a single mesh. You're in luck! You can parent each object (hand, foot, head etc) individually to the armature. You'll likely want to apply any left-right mirror modifier (a must for weight painting) and move the armature modifier to the top of the modifier stack.


2

It's not physics but you could do it with shape keys: Create a basis shapekey, then a second one, keep the second one selected, sculpt (in Object mode with the Value at 1) or model (in Edit mode) the sofa in order to create the shape it is supposed to get when the character sits down, then keyframe the shapekey's Value:


1

If you use the Boolean Modifier set to Union (and unfortunately always a bit depending on how the vertices are placed) you can almost immediately get the result you want. The geometry might not be perfect since the Boolean Modifier creates bad geometry most of the time, but if you apply it you can always clean up the mesh.


1

Have you added a subdivision surface modifier to your mesh? If you have then it is really simple simply enable the on cage option(the triangle) Then your hidden vertices will be shown! This image is without the option enabled HOPE THIS HELPED!


1

You must have a Subdivision Surface modifier, this modifier adds virtual faces in order to round the shape, and therefore it deforms the appearance of the surface, that's why it may hide some of your vertices if they are in concave parts: If you enable the modifier's On Cage option you'll see the vertex as it is if the modifier is applied, but it won't ...


1

Because of the negative offset on the Solidify modifier, the normals are flipped. Select the icing, enter edit mode, select all, and then pick Mesh > Normals > Recalculate Inside from the menu at the top: You will probably want to move the particle object back onto its origin point as well, as particle systems base their locations off an object's ...


1

If you display the faces normals you'll see that you have flipped normals, so you need to select all and go into the header menu > Mesh > Normals > Recalculate Normals (or AltN).


1

Disable the modifier's visibility so that you can see the mesh as it is without any Subdivision Surface effect. As you can see the topology is quite messy, you must have worked on it with the modifier visibility on, so you were unable to see it, you need to fix that in Edit mode:


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