7

A procedural displacement, shader-only approach, using the HexGrid node group discussed here The 'Cell ID' output is used to produce a UV into a Noise texture, to generate a random value That value is used to rotate the Cell UV's, per cell. The U is extracted from the rotated UV, to produce a gradient across the cell, in a random direction The 'Distance ...


7

This will be rather long and is a bit advanced but you can follow along and I will give you the project file at the end. It can be done with animation nodes. First you need to download the latest working version from the animation nodes github : https://animation-nodes.com/#download ,and install it like any other add-on. If you have trouble for this add-on ...


7

You can use the random transform operator to orient a bunch of hexagons randomly, merge them into one object and extrude the outer edge of each hexagon to the back: For the base geometry, see the answers of How can I make a hexagonal grill? Apply the array modifiers but disable the Merge property Separate each hexagon (Edit Mode > P > By Loose Parts) Select ...


5

Your topology has corners, which break the edge loop. You can solve it by a small Inset, to keep your edge loop connected. If you want to continue selection through corners, just click again :).


5

There are limitations on scalar displacement.. as commented.. (apart from being Cycles only, and expensive) Here's a script to do the tilting in geometry. ShiftACreate a Mesh > Extra Objects > Honeycomb, Z up. In Edit Mode, F fill it. (This may create some unwanted faces) Select a hexagonal face, ShiftG Select Similar > Area CtrlI invert the selection, and ...


4

In my opinion, you should sculpt it, but if you want to model it here is an example:


4

The split faces subdivided look a lot like what a quad would if subdivided. Thus as @Rekov already mentioned, you should be fine after doing the following: Deactivate the Subdivision Surface Modifier (faster depending on the model) Go in Edit Mode Select all elements of the object with A, either mode, vertices, edges or faces will work Press Alt+M and ...


4

What you see here is automatic triangulation. You have quad faces in your model that are not planar and polygonal faces that are not planar cannot be printed so they are triangulated and since there is no way for a computer algorithm to determine where to insert the edges it sometimes fails to guess. The solution would be to enter edit mode with your ...


3

You can use the Knife Project tool, to cut a new edge loop. It will perfectly follow the object's curvature. Add a plane and position it where you want the cut Select the plane first and then your object Go to edit mode and use Knife Project with Cut Through checked. Note: The cut depends on your current view - front/side orthographic works best.


3

If you need the quads to be planar The cap-quads can be planar and symmetrical only if D is brought into the plane defined by ABC, in which case the cap is flat, or B is brought into the plane defined by ACD. One way of taking the second option would be to create an equilateral triangular pyramid with the desired pitch, and looking straight down Z, Knife ...


3

Lamp lightning torus shape Blending can be changed by Lamp Properties > Size


3

The shipped add-on 'Add Mesh: Geodesic Domes' gets pretty close with the settings as shown: Use X > Limited Dissolve to get rid of the triangulation of planar regions, leaving you with hexagons and pentagons. Faces:362. 350 hexagons, 12 pentagons.


2

Jachym Michal has the solution, but I thought I would just clarify the underlying cause a little more given your comment. Topology is only concerned by how vertices are connected to each other. The two meshes below have exactly the same topology, and serve as a good visual illustration of why your edge loop selection was curtailed. As far as the topology is ...


2

You have two options, which will both provide similar result here. Edge > Bridge Edge loops Face > Fill, Alt+F As @vklidu pointed out, Face > Fill gives different results in many cases, notably when some faces are flipped.


2

I'm not sure if you're asking how to assign multiple Materials to the same Mesh or how to split one Object into two. If you just want to Split a Mesh into two, the easiest way is to select all faces you need, hit "P" and then click "By Selection". To create a 2. Material go to the Materials Tab and hit the "+" icon. Select all the faces you want to share ...


2

You can use Separate by selection. Select the faces you want to remove Use Mesh > Separate > By Selection Your selection is now a separate object you can hide/show at will


2

Right of the bat, using an .svg for this purpose is not a good idea, because you're creating a lot of unnecessary topology. You should rather create a circle/cylinder and work your way from there. But since you asked, I recommend the spin tool in Edit Mode:


2

Thanks. I didn't think about starting it from a Circle. Total beginner. I didn't figure out how to separate those vertices. I just select each one and pressed "V" to separate them one by one. I'm sure there's an easier way. Anyway here's my final result. Thanks again :)


1

Use a single plane and a Knife Project tool. You can align it rather easily using Vertex Snapping. Enable Snapping to Vertex, and set it to Closest Use the move tool to move the edges Use the Mouse cursor to control which vertex it snaps to


1

You are accidentally animating your scene (e.g. pressed space) and some tools do not show during the animation. Your image shows the Anim Player at the bottom of the screen, which means you are animating.


1

Those creases are basically the result of there not being enough geometry for the normals to be averaged smoothly over the mesh. It would be helpful to know what exactly you're doing here. Is this a model you're working on, and can change? Or is this an imported model you're modifying? If this model is the low poly version of a game asset, then those ...


1

Boolean operation doesnt handle this co-planar faces, known issue. That is why I used in thelink Remesh. In your case (from screens) it can be done by several ways. like in your last screen higher cylinder, after boolean select upper vertices, scale (S) Z = 0, than delete (X) Limited Disolve (or after boolean ad another cube and cut it from both sides at ...


1

Select Face Ctrl + Select Face on the other side Blender will search the shortest path along the faces and will select all of them or Press B to box select or If you've already assigned different materials (i.e. the glass window) you can select every face assigned to that material in the materials tab, or by pressing Ctrl + L and clicking on "Material" ...


1

It seems like your asking for some help adding the 3d parts of this model. I know for the top 2 extruding parts that I'll need to be like the part of other battery covers that have that dip in the middle. As for the bottom 4 smaller extruding parts, I think they'll need some sort of hook on the ends. This can be done many ways. You may already be ...


1

You need to convert the text to a Mesh object. Object -> Convert to -> Mesh from Curve/Meta/Surf/Text


1

You can recreate it using a Bezier curve. Add a Bezier curve, and use the Tilt Tool to adjust the tilt. Create the profile shape (It needs to be a curve too). The origin point position is important. Set the profile shape as a Bevel for your curve. It will align based on it's origin point. Add a Bezier Curve and tilt the control points. Add more control ...


1

Alright figured it out myself, you need to tweak the goal damping value. Not too low and not too high. Used a value of 1 for this one and it now looks exactly like the original. You can see that the original is also still there, since there's a small shading intersection where the green shines through on the right.


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