In my example I've created a reference plane, subdivided like the world grid, set it child of my mesh, rotated the mesh as needed, created a loop cut (Ctrl R, enter), pressed GG to slide it along the edges, using the vertex snap option to have it snapping along the rotated grid.
It may be possible with Cloth simulation (and Pressure), if you don't succeed you could model this kind of mesh:
Then keep a low-poly version, duplicate, subdivide (with Smoothness at 1) and use the Crease brush in Sculpt mode to get this kind of folds (also use Shift in order to smooth the folds):
You can even use Cloth and Pressure to round it a bit if ...
As Hiserod says, normal map would make it lighter, but if you want to model the grooves for real (but you could also bake them at the end), you could begin with this type of shape (mirrored), shift it from its origin:
Give it the following modifiers: Array (vertically), Array (around with an object offset), Lattice, Subdivision Surface, reshape with the ...
I would keep it as simple as possible, making the front profile from a 12-sided cylinder, no cap, duplicated, and rotated to match the reference..
Cut them in half, and work under a mirror modifier, back-to-front.
With the Header option 'Automerge' checked, and Snap set to 'Vertex' and 'Active'
K Knife, with C to constrain to horizontal and Z to cut ...
From what you have, you can use bevel to come close to what you want. Select all the edges that you want to round and then CtrlB (tweak the factors in the Operator box on the bottom left of your 3D view):
In Edit Mode I had to switch from the vertices selection mode to the edge selection mode, and that worked. This part of the interface.
To switch to the edges mode, it is the second button next to the Edit mode here. Then press the Del key on the keyboard to get the delete popup and delete Edges.
Will throw the bisect operator into the ring.
For the top or bottom halve of the default cylinder could bisect using local origin (or any point with z = 0) and normal aligned with z axis.
The clear inner / outer remove geometry below / above the plane defined by point and normal. Both will leave only the cut.
Fill, fills the cut.
The threshold ...
One way.. (I'm always using this for mirroring)
Alt-LMB select edge loop
V rip, with your cursor on the waste side of the loop.
Hover, and L select connected under cursor
X delete faces.
.. which can speed stuff up, sometimes: you can do it from any view.
Set the view to Front Orthographic (Numpad 1)
Set the viewport shading mode to Wireframe (Z4)
Press Tab to switch into Edit Mode
Enable Vertex Selection
Select one half of the sphere
Remove the selected vertices by pressing X and choose Vertices from the menu
You need to check the option to include hidden vertices in your selection:
(Also called "X Ray"-Mode)
The Hotkey is Alt+Z.
It's the expected behaviour: by extruding that vertex you're creating a "non-manifold" geometry. Check this answer for understanding what is manifold and why you should avoid non-manifold geometry.
What is non-manifold geometry?
The edge crease tool is very limited and will not give a good result in every situation. In my experience situations such as the one you're showing have to be dealt with good old retopology techniques.
Adding loops doesn't have to mess with the curve of the cylinder. Here is a suggestion on how you could deal with that crease without messing with the ...
Seems like there is still no built-in way to do this and you have to use a script, as described here:
Smart UV Unwrap Multiple Objects
I made my own script that does that and shows up in search to make it a bit nicer than having to click "run script". Just look for "Batch Smart Unwrap".
It will create a UV map if none is present, ...
The suggestion to use the weld modifier after the solidify modifier might be better since it actually removes the unnecessary geometry which will be way better for performance. If things are welding where you don't want them to experiment the weld modifier's settings and see how it works.
First thing to try is setting the object to smooth shading, that might be enough for what you are looking. https://docs.blender.org/manual/en/latest/scene_layout/object/editing/shading.html
If that isn’t enough try beveling the edges that are still problematic. (Ctrl+click to extend the selection along edges) and ctrl+b to bevel.
There are many options. Use a Curve and parent it to faces, modify in Editmode and extrude with curvemodifier.
Or use Subdivision surface modifier and bevel it out, after mesh and scale a cube with 4 Faces. (Delete front/backface)
You can use the object space Z coordinate of geometry as an attribute to influence other attributes, if you split it out of the given position attribute. Here, it's called pz.
In this case the .5->1 range is soft-mapped to 0->1, and the 1->1.5 range is soft-mapped to 1->0. The results are put into h_pz and l_pz. When the minimum of those is ...
To get your head round CtrlA applying transforms, I think it helps to separate the ideas of an 'object' and its 'mesh' (vertices). You can think of the object as a vehicle for its mesh.
Here's an object (the yellow axes,) sitting on the World Origin. Its mesh is a cube.
The numbers show the coordinates of the mesh vertices.
(To visualize an object, as here, ...
Disable the modifier's visibility so that you can see the mesh as it is without any Subdivision Surface effect. As you can see the topology is quite messy, you must have worked on it with the modifier visibility on, so you were unable to see it, you need to fix that in Edit mode:
I think "date" is a typo for "data".
In object mode, select an object. A fast way of getting to the menu is control+A.
A wheel of options are opened such as "apply all", "apply scale", etc.
Before many operations in Blender, it is important to do this. You should get used to doing this all the time. It affects the ...
If you click "N" key, a bar will appear on the right side of blender. If you go to "Item" (with an object selected), you can see the location, rotation and scale values. When you apply scale, he changes the "Scale" values to 1 without changing the objects size. When you apply rotation, he changes the "Rotation" values ...
You use "selected to active" in bake settings to bake from one object to another. "Selected" is any number of selected objects that are not actively selected. "Active" is the actively selected object. So, for your example, select the high poly in 3D viewport, then shift select the low poly in 3D viewport. After that, your ...
Ok so after hours of trial and error I was finally able to figure it out. I needed to turn off the bool and subdivision modifier on the separated selection in order to see it in object mode and for it to work properly.
I hope this helps someone else also and saves them the time and headache.
Select the geometry in Edit Mode, then in UV Editor select the islands (you can do it by hovering the mouse over the 1st island and pressing L then repeating for the 2nd island). Now in UV menu choose Average Islands Scale:
Neither island will rotate, however, they can move and, of course, scale. You may want to keep one of these islands in place (let's say ...
There are quite a few ways of making the perforated sphere; this tries to pick one that has a smaller number of necessary steps.. some of these are optional. The topology isn't the best, but it doesn't affect the result.
For a smooth result, you may want to delete pole vertices, and fill the hole with CtrlF > Grid fill; maybe GG slide some latitudes to ...
Okay, here is another solution using Geometry Nodes. You can always adjust the number of columns and rows and distances between the objects and of course add and delete objects from the instancing group:
I have a shelf with, let's say 4 columns by 6 rows. I know from how I created it (or maybe because I'm recreating some real-world example) that the center ...
Its a success guys, I'll share the result here
I put a small plane in the middle of the box as an emitter like this
Here's the settings I used, its kinda similar to Chris' settings
since I'm gonna move the "wall" and animate it, the bottles/particles will be left behind. So the trick to make it still follow the emitter is by turning off the ...
it is a pretty basic setup, i just show a basic solution - it is not modeled with a shelf, i just took a grid because you didn't provide your blend file and I don't want to waste time.
So here we go:
add a grid
add a torus, a sphere and a cylinder (or whatever objects you wanna have)
add a collection and move all objects from 2) in it
add a particle ...
Hardops nowadays has Accushape for this exact purpose.
I also really like MeasureIt Tools and CAD Transform addons for any precise modeling.
This video below demonstrates using Accushape and MeasureIt Tools for the task in the question.
First method, using a Lattice and Lattice modifier.
Set the interpolation to Linear in the lattice properties.
Scale the Lattice in Object mode so it encompasses the wall object.
Go into Edit mode, and scale the top 4 vertices along the XY plane.
Second method, with a Simple deform modifier. Use a negative value to taper "down" your ...
I would just add to @Alexandre's (perfectly good) answer.. If you have closely fitting parts, make them from the same mesh. The outlines should be duplicates of one another, if at all possible. That may set you a topology puzzle, reducing the detail of the perforated plate towards the outside, but at least the area in which you have to do that is flat, and ...
You need more edges around the ring (in other words, the object needs more "resolution" - not in terms of pixels of course, but in terms of edges), so one option is to use the subdivision modifier.
If you use the subdivision modifier make sure to use Supporting Edge Loops around the ring to keep the edge 'sharp' and in place.
If you already have ...
Hello my apologies if I am getting confused but you are trying to solve something by taking a strange detour. Follow these instructions to work in a happy way.
1 create a cube, subdivide it by 3 and apply the modifier. It's just so you have a bit of resolution.
2 in edit mode select all the vertices and move them in the X where the armrest would be left or ...
Try pressing tab to get into edit mode, a to select all faces, and Ctrl+T to triangulate faces before exporting. Looks like either the file format or the viewers are struggling with the number of faces.
Keep in mind this is destructive so you can't go back... might be wise to do in an exporting copy of the .blend file.
If this doesn't work try recreating the ...
You will want two meshes, one for display(high poly), and one for the cloth simulation(low poly), so it is quicker and still looks good.
One object only
First add a decimate modifier(in the modifiers tab, a blue wrench), to your object and change the ratio to something small(probably 0.1-0.3), and then a subdivision modifier, to make it high poly again.