6 votes

How to model the blood vessel bifurcation?

You could use the Bisect option of the Mirror modifier, and just extrude up your cylinder and move it away from the axis: Add some edge loops to sharpen the edges:
moonboots's user avatar
  • 156k
6 votes
Accepted

How to model the blood vessel bifurcation?

You can add a Y pipe by : Going to Edit -> Preferences -> Addons. Search for extra, Add Mesh Extra Objects. Go to the viewport press SHIFT + A and select: Mesh -> Pipe joints -> and add a ...
Faris's user avatar
  • 149
5 votes
Accepted

How to deform button pattern around curved bench

I believe you are thinking about it the wrong way. The curve would be your actual couch, in such way that it would control its shape, rather than something you would have to keep updated manually. ...
Duarte Farrajota Ramos's user avatar
4 votes
Accepted

Merge isnt smooth

As you can see you have flipped normals, select all in Edit mode and press ShiftN:
moonboots's user avatar
  • 156k
4 votes

Close this thing

Select the loop surrounding the hole, press Ctrl+F and select Grid Fill. Then you can adjust the settings in the panel on the bottom left, if needded. For this to work you have to have an even number ...
yankeedoodle's user avatar
4 votes
Accepted

Subdivision resulting into camel mount and spike

You have internal geometry, creating artifacts when combined with Subdivision Surface. Go to Edit Mode with Tab Set Viewport Shading to Wireframe with Z Be sure x-ray is on with Alt+Z Select the 2 ...
Lutzi's user avatar
  • 1,017
4 votes

UV Editing on NurbsPath

Apart from the answer which is completely valid, here is some additional information: another way to make a mesh object would be to press Ctrl+A > Apply > Visual Geometry to Mesh. Both methods, ...
Gordon Brinkmann's user avatar
3 votes
Accepted

How to fix shading issue on the topology of the modified cylinder?

The current edge flow of your model does not meet the requirements to effectively support a Subdivision modifier, leading to shading issues. You could try to remodel it like this then just adjust the ...
Harry McKenzie's user avatar
3 votes
Accepted

Shoe deforms in pose mode

the reason for this is, that you have a "double shoe" here, as you can see in the gif. The outer shoe has been weight painted ok. I hid the vertices of the outer show and showed the the ...
Chris's user avatar
  • 60k
3 votes
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Extruding Edges (Coffee Bag Sides)

Those parts are not topologically good either, you need to give it thickness: You could begin with an inset (press i then B for Boundary so that it sticks to the mirror axis): Then extrude this part:...
moonboots's user avatar
  • 156k
3 votes

Creating a stickman

You can use a circle for the head, then extrude down the vertex, use a Mirror modifier to mirror the shape: Then give your object a Skin and a Subdivision Surface modifier. To thicken the limbs use ...
moonboots's user avatar
  • 156k
3 votes

How to subdivide keeping the form of the curve_

Subdivide comes with a 'Smoothness' setting, which appears to need some definition of a vertex-normal to work with: In the absence of faces, normals appear to be derived from vector-to-object-origin. ...
Robin Betts's user avatar
  • 76.5k
3 votes

How to subdivide keeping the form of the curve_

You can try the Relax operation. Activate the LoopTools addon, select the edges (in Edge Select mode) and RMB > LoopTools > Relax:
moonboots's user avatar
  • 156k
3 votes
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How to turn each one of the selected vertices into circle with loop tools?

Subdivide a plane, switch to edge select mode: Select all the inner edges and press CtrlB to bevel then V to switch to vertex bevel: Change the Width value in the Operator Box to have the circular ...
moonboots's user avatar
  • 156k
2 votes

Why is the extrusion different when extruding a single face along its normal vs extruding a group of faces along their respective normals?

The difference is that when extruding a group of faces they are extruded along the averaged normal of all selected faces (no matter if they are connected or not) while extruding a single face only ...
Gordon Brinkmann's user avatar
2 votes

Close this thing

Just to illustrate the Grid Fill feature. To get predictable results, select two opposite edges, with equal number of vertices.
jachym michal's user avatar
2 votes

Align cursor rotation to normal

The 3D cursor, when moved with ShiftRMB-drag, can be Ctrl snapped, so the settings on the left below will at least align its Z to face normal: But, as an aside, IMO, the 3D cursor tool is still ...
Robin Betts's user avatar
  • 76.5k
2 votes

Realistic Plastic texture

If you have the cap modeled, I would try using some subsurface scattering. You can get rid of some of the unwanted shadows by mixing it with a transparend shader controlled by light path. But I'm sure ...
Dario's user avatar
  • 21
2 votes
Accepted

What is the best method to snap the vertices of an edge loop to a curved face in a single operation?

I haven't found a way of getting Snap > 'Project Individual Elements' > 'Face Nearest' to respect other constraints, ( eg GX, or even GG) which would be more convenient. Instead, Snap > '...
Robin Betts's user avatar
  • 76.5k
2 votes
Accepted

How can I create a dried glue substance?

I would use a cylinder or a Bézier curve converted to a mesh with enough resolution and then add a Displace modifier with a Cloud texture. The specific settings are up to you, tweaking the results ...
Gordon Brinkmann's user avatar
2 votes

how can I change the radius of a circle without changing its thickness?

First add a circle, enter your radius: 0.05 Go into Edit Mode, add another circle, radius: 0.051 A Select All then under Edge &...
Chris's user avatar
  • 60k
2 votes

How do I recreate this holes pattern?

it looks like the main pattern is something like that, so create a grid and select all these vertices: Bevel with CtrlB and V: Then subdivide and right click > LoopTools > Circle: Delete the ...
moonboots's user avatar
  • 156k
2 votes

Is there a better way to model thin pipes around a larger cylinder?

There a number of ways to accomplish the task of positioning tubes around a cylinder as in shown in your screen captures. The fastest and probably the easiest way in my experience would be to do the ...
Robert Haugland's user avatar
2 votes
Accepted

How to add soft edges on emerging animating object

You can use an Input > Ambient Occlusion node that you plug into a Color Ramp, if the Only Local option is disabled it will take into account the contact of your object with other objects. In Eevee ...
moonboots's user avatar
  • 156k
2 votes
Accepted

How do I prevent z fighting for duplicate array objects?

Model by hand as little as possible. This is really the only thing you need to be modelling by hand, one quarter segment. Mine is simplified to a 2D element, yours will likely need to be 3D and have ...
Duarte Farrajota Ramos's user avatar
2 votes
Accepted

Geometry Nodes - How can I transfere UVs from on mesh to another?

(Using Blender 3.6.8) Assuming Face(s) index is the same, as well as Face Corner(s) index, a Sample Index node is enough:
StefLAncien's user avatar
  • 3,652
2 votes

Xray mode for selected object only?

In the Object panel > Viewport Display > Display As > Wire?
moonboots's user avatar
  • 156k
2 votes
Accepted

How can I make triangular form holes on a sphere?

Here's my way: turn a cube into a sphere with Cast modifier; connect equidistant vertices (e.g. those circled) with J or its counterpart in your version and then repeat the procedure three times to ...
Lukasz-40sth's user avatar
  • 3,062
2 votes

How can I make triangular form holes on a sphere?

Create this mesh, mirror and array it: Give it a Simple Deform modifier, Bend mode, 180° on X: Then another Simple Deform, Bend mode, 360° on Z: Former answer: Beginning with that knife cut and ...
moonboots's user avatar
  • 156k
2 votes
Accepted

How can I create a static "particle cloud" within a fixed volume?

A static particle cloud with the shape of any object can be created through Geometry Nodes with the aid of the Mesh to Volume and Distribute Points in Volume nodes. Just tweak the Density values to ...
Luis Quintana's user avatar

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