13

The Cell Fracture add-on would be a good start. (The Cell Fracture add-on comes with Blender, all you have to do, is activating it via Menu -> Edit -> Preferences -> Add-ons) Create a sphere (icosphere or rounded cube work best) with a decent polycount. Initiate Cell Fracture via F3 - Search - Cell Fracture. In the settings dialog under "Own ...


4

To get a precise value, you can use Bevel Bevel the selected edge with 2 segments, Profile = 1 Adjust the thickness in milimeters Delete > Dissolve the unnecessary edge


4

Enable Interpolated Children and use a Kink type of Curl with a small distance for the Amplitude.


3

As you have V angles, you should not have modeled rectangular angles in the first place, it's better to first follow the whole shape: Extrude: Give it a Solidify modifier (Complex mode to give it even thickness): Apply the modifier, round the angles with bevel operations: Correct the topology with the knife (K to activate, Z to cut through), dissolve ...


2

You probably have Affect Only Origins enabled. Disable it by pressing Options in the top right corner of the 3D viewport > Origins You can also disable it by pressing the Active Tool and Workspace Settings tab in the Properties bar, and press Origins.


2

I would make the heart shaped base, then make sure to Ctrl + A to apply scale and rotation. Then select the surface and inset I. You can type in the exact distance in the pop up on the lower left of the screen. If you want to copy it to create a second object, press Shift + D, P, then Selected. You can extrude that face to make a smaller heart.


2

You must have accidentally closed that panel. You can actually make any panel in your view an outliner by clicking on the button on the top-left corner of the panel. To open it again as it was, simply click and drag from the top-right corner of the properties panel and drag down, then change the new panel you just created to an outliner.


2

You probably need more topology, like this (use a Shrinkwrap to make it stick to a cylinder shape): The pinching is almost not noticeable: If you want a better result I guess you need to add more topology:


1

All those textures are prepared for the glTF format, but with some caveats: The Mix texture contains Ambient Occlusion, Metalness and Roughness The Normal map has inverted B channel (it was probably baked with flipped normals) The "OP" texture is empty, so there's no need to use it at all Since these models are made by fans in their free time, ...


1

If you want to stretch the cube without deforming the edges, you need to modify the mesh itself in Edit mode, because if you stretch it in Object mode will also change the edges width, so switch to Edit mode, press AltZ to have transparency, select the vertices of one side, and move them along the axis you want:


1

The trick here seems to be environment reflection. When I use World with simple white color seem to be fine. Doesn't matter if object is solid glass volume or a shell. Alternatively you can place black Plane behind Camera so there are not lights reflected in front surfaces.


1

Since the example isn't linear, you could make a profile and bend it Create the shaft profile as a flat plane. Subdivide it evenly using loopcuts. Give it a Simple Deform Modifier > Bend and target an Empty 01 Add Simple Deform Modifier > Taper and target Empty 02 By moving Empty 01, change the diameter of the shaft. By moving Empty 02, change the ...


1

You can't use the Bevel operator to bevel the edges of your Solidified plane, without applying the modifier, because the edges don't exist at the time the operator is invoked. You can use a Bevel modifier to do it, below Solidify on the stack. The first bevel, rounding the corners in XY, could be done with an operator, and that may be better, allowing you to,...


1

Don't use Object or Edit mode transformation tools. For adjusting elements after you release it under Create tab > Archipack ... use Archipack Tab to manipulate and adjust elements. Also check some tutorials ... you don't have to create each wall as separate object. https://www.youtube.com/watch?v=8qJHGig67_0 The best point to start https://github.com/s-...


1

I have seen the pic you have provided and it is pretty clear that you haven't set the material to Image texture. Please change it to image texture and then try UV mapping it, then it should work.


1

Since I have found this topic while having that same issue with Blender 2.9, I want to add that I had to solve it by re-enabling Extras. Wich might be what L0Lock meant for 2.8. After re-enabling Extras, my reference images were present again.


1

If you mean something like this ... Knife Project should be enough ... place HoneyComb over Custom Shape, select Custom shape as second switch to edit mode and search for knife Project Outline of Custom shape is postpro.


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