7

So IF (i hope you are) you are interested in a geometry nodes solution: here is the node setup: Result: or with a noise texture instead of a wave texture: or voronoi:


6

In the Snake Hook's Active Tool and Workspace settings you should probably have Dyntopo and Smooth Shading checked, with a lower Detail Size than the 12px default:


6

@Hrishav's answer is a good lead but it's quite incorrect. You will need booleans for this and also, like @moonboots said in the comments, you'll need to join your cylinders to one object if you haven't already. After following the steps that I describe here, you'll end up with this : It is the fast way but the topology is really messy, if you want to have ...


5

Create two objects, top (the rail you want to snap to), and bar (highlighted on the screenshot), in which assign the top 4 vertices to a vertex group SNAP, add an *Array *modifier to the bar object, and a Shrinkwrap modifier in Project mode, Z axis, with the target top and vertex group SNAP:


5

That's the Outliner and Properties editor areas. Here's how to open new areas (Splitting) after which you can switch the Editor Types to Outliner and Properties. This answer is for Blender 3.0 (the current version), and may be different if you're using something else.


5

You can subdivide a plane in Edit Mode, or by a Subdivision Surface modifier in Simple mode, then displace, then parent a cube to it, and in the plane's Object Properties > Instancing > Vertices. Scale the cube down in Edit Mode, so it fits.


5

Frequently the order of the modifiers is important. In this case, the Subdivision modifier should be after the Array modifiers: If the four rounded outside corners are a problem then after the Array modifiers are applied supporting geometry should be created.


5

You could usr the arcimesh add on. Draw a floor plan and let it make walls for you


4

Note what the documentation for the Distribute Points on Faces Node says about the Rotation output: An XYZ Euler rotation built from the normal attribute for convenience. Such a value can also be built from the normal with the Rotate Euler Node. Keep in mind that the Z axis of the result rotation will be arbitrary, since the mesh normal used to create the ...


4

One way to do this is to take advantage of local view. Set up your second 3DViewport exactly like your first and move it to your second monitor. In that viewport select only the items you want to have visible. Type / to enter Local View Everything except the selected objects will seem to disappear. The / key is a toggle, so you can switch between local and ...


4

Because it is an empty that you want to hide, one convenient way of hiding only those in a single viewport is to deselect empty from the new Object Types Visibility menu at the top right of the 3D viewport as show in the screenshot below. In the screenshot below it shows a split viewport where the top one has two image reference empties that are visible and ...


4

The result will completely depend on your mesh density, the Snake Hook brush won't create any new vertices, unless you've enabled the Dyntopo option.


4

You have the Subsurface Modifier set to Simple, which doesn't smooth the geometry, only adds it by subdividing each face. Given that the mesh had enough geometry already to look smooth, I removed all subsurface modifiers and check Auto Smooth under Object Data > Normals > Auto Smooth. The Auto Smooth option keeps sharp edges looking sharp even when ...


4

You have Damped Track constraints pointing at each other. This results in Dependency cycles that Blender cannot solve. See in system console. One solution is: Remove all Damped Track constraints from Empties Add Damped Track constraints to mesh objects pointing to the opposite Empty Should work now


3

Example of a mesh before Catmull-Clark subdivision: Subdivision rounds the mesh: Removing parts of the geometry interferes with the way it is rounded by the subdivision algorithm: And so you could remove that part with a boolean (easier) or a mask modifier (harder since you need to predict how the modifier will move the vertices) after subdivision ...


2

This was written for those with reasonable experience... The Blend file will be posted up if asked for but it won't help a lot because everything ends up baked & keyframed. Vases don't actually bounce all that well so you don't need really need physics in this case. Once at the floor, the solid vase is switched over to the cell fractured version, and ...


2

See what letter of the primitive is underlined, for example the P of Plane is underlined.


2

if you mean like this: yes, you can. Add a curve. Add a plane and subdivide it a few times. Add a curve modifier to your plane, curve object: spiral Animate the location of the plane. Ready.


2

There is no need to parent your eyes to your body nor to join your objects. The only thing you have to do is to parent the eyes to their corresponding bones. First select the eye objects, then the armature, then ⎈ CtrlP → Set parent to armature deform with empty groups. Then with the eyes selected, switch to edit mode. For each eye, select its mesh, and in ...


2

Select the controls that define the segments you want to delete, then x-> delete segments: This works for curves with their own geometry. Note that some uses of curves, like a curve modifier, are only built around the existence of a single spline inside any given curve object; you may not get the results you expect.


1

Im in the same boat as you and what im doing is recreating scenes from around me such as my street or room. I find it to be a good balance between following tutorials and actually modelling


1

Actually I don't really understand it either many times. The default setting of Snapping is Snap With > Closest, the problem is I often cannot deliberately decide which vertices should be checked if they are closer, I try moving the mouse next to the desired vertex before moving, but to no avail. Maybe someone here can enlighten me on this. But what ...


1

One thing that ive spotted that might help - your on the Blender version 2.9. As you stated, that tutorial is for 3.0 I would suggest updating to 3.0 before continueing the tutorial.


1

If by “they all are separated” you mean that they're different objects, then you can't, it's not possible without joining them into a single object. In the above screenshot the Suzanne on the left (subdivision applied) is a single object. The Suzanne on the right is a copy of it with some parts separated into different objects. Nothing else was done, the ...


1

If I were going to build something like that, I would start with a plane and then delete all but one vertex. Then I would extrude an edge long enough to match the thickness of the wall. Then I would extrude the edge to make a wall. At a corner, I would have extruded so that the inside edge matched the inside corner. Next I would move the outside edge the ...


1

In this case, Number of cuts is set from tool settings:


1

You have a small problem with overlapping vertices that you can fix in edit mode by typing the M key and selecting by distance from the menu that pops up. Mostly though, your attempts to support the rounded corners have produced a lot of 3-gons, and giving this geometry I think you'd be better with a lot fewer of those and using control loops instead. Here's ...


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