4
votes
Accepted
4
votes
Accepted
How to increase the number of polygons while maintaining mesh curvature in Blender
In your case a Subdivide operation with the Smoothness at 1 should give the desired result, but for more complicated shapes, don't use the Subdivide tool in Edit mode, it will tend to flatten the ...
4
votes
A cube appears when I generate a skin
In Edit mode, press AltZ to see with transparency, and AltH to unhide this pixel, remove it:
3
votes
Accepted
Best approach to make this odd shape?
Create a flat shape with this kind of topology:
Create a lattice, scale it to fit the mesh size and change its resolution:
Give a Lattice modifier to your object with the lattice as Object:
Switch ...
3
votes
Accepted
Hair particles goes through another object
You need to activate Hair Dynamics to have collisions between your hair and your wall, also if it doesn't work well, play with its parameters like collision Quality and Distance. And make sure that ...
2
votes
Accepted
How can I remove this crease/fix the topology of this subdivided mesh?
Use this topology instead? You'll need to move some vertices, flatten some faces and shade smooth again:
2
votes
How to make decorative details like wood carvings?
Draw the contour but also create some inner edges in order to prepare the volume:
Extrude:
Pull the inner edges to give it 3D relief, etc:
2
votes
Accepted
Challenging Transition from Vertical to Horizontal Faces
Here is a try, the topology before:
The topology after. If the edge needs to be sharper, slide the adjacent edges closer to it:
Once you give it a Subdivision Surface modifier:
File:
2
votes
Accepted
uv mapping opposite way
In the UV Editor, select the UV faces that display the logo and reverse them (SX-1).
2
votes
Align from normal
First, the line you're interested in is not the normal of anything. "Normal" is a term with a very particular meaning in 3D graphics. If you're not yet familiar with its usage in 3D, then ...
2
votes
Accepted
Getting completely different results on manual editing vs script
This is due to:
smooth_modifier.factor = 10
Use instead
smooth_modifier.iterations = 10
As you can see below, "Factor&...
2
votes
Accepted
How to blend meshes that intertwined each other?
You could typically use a Skin modifier for this kind of object:
Draw the general shape with a simple vertex that you extrude (use a Mirror modifier to symmetrize, enable its Clipping option):
Give ...
2
votes
Accepted
How to move specific vertices/edges after extrusion with Geometry Nodes?
If, as you show in your example, you extrude a mesh and scale the extruded faces, the newly created points are always indexed according to a specific scheme:
Therefore, you would simply have to ...
2
votes
Accepted
How to have multiple objects work as one object with rigid body physics
With clarification in comments: you have a clock; you want it to fall, while its animated hands fall with it but continue to rotate as they've been animated.
From your blend file, which has the hands ...
1
vote
Accepted
UV Preview Texture Not Applying In Shading Tab
You have not correctly unwrapped your object, it only shows a grey part of your image, unwrap again.
1
vote
Accepted
accidently applied mirror modifier
The mesh and the armature are 2 different things, you'll be able to use the symmetrize option of your armature even if the mesh has its mirror applied.
1
vote
Accepted
Why my entire edge selection suddenly stop?
It meets a pole here, it doesn't know which edge it is supposed to select next:
1
vote
Work in Small Field or Resize?
You should not be entering a different unit and pretending it's another one to just scale it later - there is no need for that. It's best to work in real units. If you work with small scale you can ...
1
vote
Accepted
Corrected road model to conform to earth curvature
If your earth is completely spherical, you could:
Join all your object into one, align it with the X axis, set the origin to the center, put an empty at the same location, rotate it -90° on Y:
Give ...
1
vote
Rounded inside corner at the intersection of two planes
You don't have to do some complex modeling although it is good to learn how to do thinks in the previous answer.
Your approach is in the right direction you just use too many polygons from the ...
1
vote
How do I elegantly build this sort of mesh?
It seems like a good approach, you could use less edges if you use a Subdivision Surface modifier though:
1
vote
Accepted
Mesh boolean in Geometry Nodes is slow, any alternatives or workarounds available?
You can control the pie in shader nodes by using the angle component of polar coordinates, like so :
The blend file contains the entire polar coordinate node group but I stripped it down to the angle ...
1
vote
Can anyone help me with a "simple" way to wrap a mesh onto a rounded base mesh?
So the problem is not the way you shrink wrapped things. The problem is the Face-mask thingy doesn't exactly have the perfect/required geometry to get shrink wrapped.
To take care of the issue, simply ...
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