46

As you know a fork rarely comes with only one peak, it generally has 2, more often 3 or 4, sometimes more. It would be very tedious to model each and every of those peaks. As you may know, for this kind of task, Blender comes with very powerful tools like linked duplications, dupliframes, array modifier, etc... instead of modeling each of the peaks, you can ...


25

This is both fun and fast git clone git://git.blender.org/blender.git git checkout -b my-fork


22

IMO the fastest method should be to subdivide a primitive icosphere and use the Cast modifier set to Fork, but this option is mysteriously missing from Blender! In my opinion this is bad, and the devs should feel bad. It's easy enough to represent using the following node group. Cool, but does it render well? Not really.


17

Another solution would be to use Softbody: Please tell me if you need a more in detail explanation.


8

You can use Cast Modifier to correct the circular profile. Add Cast Modifier > Sphere Set Factor = 1 Done


7

Scale radial edges around individual origins. Rather than a face selection, suggest in this case using edges. Scaling the radial edges about their individual origins will have the desired effect Select a radial edge to be scaled. Select edge ring to get all radials of inner ring With pivot point set to individual origin scale.


6

Soft Body To keep shape uncollapsed can be achieved by tweaking some parameters, but it will be always more "softer" in a center and "harder" in corners where springs are closer to each other without additional geometry (see Nathan's answer). There is also a big game changer - topology. In your specific case if you go to edit mode select ...


5

You could try it with a curve: Create a curve to make your tentacle, snap it to the object, create a second curve (taper object) that will define the tentacle profile, hook some vertices to empties if you plan to move the tentacle: Bevel your curve, select the Taper Object, enable the Map Taper option: Animate the Factor Start and End values to make the ...


5

..Hard to reverse-engineer what you've done, but there are a couple of clues in your picture: The edges in the top surface look a little thick? There are possibly some doubled faces / vertices there. Try X deleting, or H hiding some of the faces, to see if there are more hidden underneath. It's a feature of Blender's extrude, that if you cancel by right-...


5

Soft body physics transmits its forces along the edges of the mesh. There is no such thing as volume for a soft body-- no forces that fill it. It's like one of those childhood craft projects where you make shapes by running string through straws. If you want to create soft body forces that limit the ability of one side of your bags to reach the other side, ...


5

Besides the postproduction options outlined in other answers, you can be intentional on how you use the elements instead of resorting to "fixing in post". You do have absolute control on the quality of the scene by careful crafting of the materials used and the lighting of the scene, without having to resort to additional effects. If you want more ...


4

Issues with cloth simulations such as this are most commonly caused by either needing to Apply Scale, starting already intersecting with a collision mesh, Collision settings or Self Collision settings. Things to try : Apply Scale on all of your meshes (the cloth and any colliders) Separate the meshes more at the start of the simulation and see if that helps ...


4

To do what you show on your second picture you could use the Tissue addon, see here. To do something more organic like what you show on your first picture you could use Metaballs (to increase their resolution, go into the Properties panel > Object Data > Metaball > and lower down the Resolution value): When you're glad, go in the header menu > ...


3

To move an edge along an object without deforming the geometry (too much), with the edge selected, press keyboard shortcut G + G to perform an Edge Slide:


3

Beveling such thing is not an easy, because of small cuts (like objects under Boolean.003, .007, .008). Beveled edges starts to overlap. So you can use only some small range, but even with the value 0.003 it is overlapping. You can notice that since bevelling doesn't appear until you disable Clamp Overlap under Geometry or disable mentioned modifiers. If ...


3

You can get glowing eyes by using a Spherical Gradient shaped further with a ColorRamp, and run through and Emission Shader. To get the "Pupils" in the right place, you will have to use individual Mapping Nodes for each, and position them manually (based on the shape/position of your mesh(s)). Since it's just black and white, you can get away with ...


3

The best is probably to delete the face, dissolve the useless vertices, select 2 opposite edges and CtrlF > Grid Fill:


2

You'll find that in the viewport overlays panel.


2

CtrlAltS to thicken the B-Bones:


2

I don't think it's possible to use ctrl+RMB and snap at the same time. However, if you would use E to extrude a vertex and have Snap to Faces enabled at the same time, you can do what you trying to achieve, I think.


2

There are 2 aspects to the definition of the rotation: its Orientation (the direction of the axis of rotation), and its Pivot (the location of the axis of rotation). In the illustrated Adjust Last Operation panel, you are being offered only the Orientation. If you set the working Pivot to '3D Cursor' in the header, and, in Object mode, with your object ...


2

You have hidden vertices. Press ⎇ Alt + H to unhide them.


2

Press the edit button next to file at the top left of your screen, go to preferences, select add-ons, look up the auto mirror addon. Enable the auto mirror addon. In your object viewport window, in the sidebar, select edit, at the bottom there should be a dropdown menu for the auto mirror addon. Select your model, decide which axes you wish to cut across. ...


1

Bisect Tool If you need precise adjustment - open tool properties (left-bottom at 3D viewport editor) and set cut numerically. For 3D print you would need to have a mesh as manifold, so check Fill option. After Bisect operation, when cut edges are selected search for Edge Split to separate a half. With mouse cursor close to an one half click L to select ...


1

Well, I figured it out myself. I just needed to delete the bottom face.


1

I fixed it a bit. Dissolved the tangled vertices and manually selected the lines and filled the grid.


1

Subdivision Surface will virtually move your edges and create intermediate ones in order to smooth the whole shape. The part you show is only made of one big face with a hole in its center. In its try to smooth it, some vertices will be created in the hole area, which will give bad result. Here is what it gives with a simplified version (without and with the ...


1

First you should simplify your object to make it easier to work, select all and press CtrlE > Un-Subdivide: Here is what you get (set the parameters in the Operator box), as long as it doesn't change your shape it's better to work low-poly imho: Then boolean the 2 objects: It gives bad topology: But you're going to work on it with the knife tool, join,...


1

It's certainly an awkward task, but doable if I understand the situation correctly. In short I would develop an alignment mechanism with an armature: Snapping the head and tail of corresponding armature bones to each hole of a bone model. Parent each bone model to it's respective armature bone. Duplicate another armature bone per existing armature bone to ...


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