With Blender 2.82 out, there is a good enough method to keep the volume while subdividing the whole mesh without actually using the subdivision modifier.
It's the Bevel modifier.
Select the percent method and set the value to 50%.
uncheck the clamp overlap option and now, you might notice there are now duplicate vertices.
But there is a new modifier: weld; ...
Add a big plane under your triangles.
Important : Apply any rotation to your triangles first with CTRL + A > rotation
Add a "Shrinkwrap" modifier to one of your triangles. Set it to "project" along "Z" and choose "Negative". Set the plane in the target field.
Select all your triangles and lastly the one you added your modifier to. Type CTRL + L and choose "...
Basically you want to use the 'Snap with Active' part of the snap feature. The active element is highlighted white by default instead of orange, and it is the individual vertex/edge/face you most recently interacted with. If you need to set your active vertex to something new, deselect and reselect that vertex.
Then it's just a simple matter of selecting ...
First create a plane that you would like to align them all to.
Second If they are not already individual objects, go into edit mode and hit P to separate by loose parts.
Then enable snapping by clicking the magnet button and set up the settings as you see here:
Finally, select the parts in object mode hit G to move them. Put your cursor on the plane, ...
You can use the Tissue addon.
The addon will tesselate a given shape on a mesh.
Select a tile, shift select your mesh, and use 'tesselate':
From that, if you want to modify the original mesh, you can come back to the tesselation and refresh it.
If the models geometry allows it, you can try that :
In Edit mode, select every face you want a mirror on. In the Face menu, select Exrtude Individual Faces, and move your mouse to give the mirrors some depth. Give them a nice shiny material and you're done.
You just want the flow of your holding edges to go in the right direction not to interfere with the outside curvature:
Often, you can avoid hand-work by Beveling with segments 2, profile 1, or to leave adjustments in play, you could use a Bevel modifier .. If so, you could look into controlling bevel-widths by edge Bevel Weight.
Even if you're not going to ...
Have you tried enabling auto smooth option with custom angle? By default smooth shading smoothes every edge, but in hard surface models you often need hard edges. AFAIK this angle value sets threshold between hard and soft edges.
Add a Cube
Extrude its two opposite vertical side
Merge the new upper verts to the originals to create a frustum
Extrude the frustum's upper side
Select all the non horizontal edges and choose Edge>>Subdivide
Select the new edgeloop around the frustum and move it to the right position by double hit "G" and move the mouse vertically.
Extrude the appropriate ...
The reason your edge loops aren't continuing as you would like is because you've created n-poles towards the end of your crescent. You've done this in order to maintain all-quad topology, but all-quad topology is only useful as long as it lets you continue edge loops as you want to. The corner where the three highlighted lines intersect, as far as the ...
To make an edge between two vertices press F. If the vertices are on opposite sides of a face you can instead use J (for join).
To add a vertex, select the edge. Use Subdivide from the Edge menu.
To slide the vertex along the edge double press G.
While both "Transformation Orientation" options have the same tool-tip, they are used at different times.
The left one you marked, is used for gizmos and only when you grab the gizmo and use it, overwrites the "globally" used one to the right.
While the right one is used when you use the G,R and S keys to move, rotate, scale respectively as well as other ...
You could go with the Bend, using limits and Axis/Orientation Empties in the modifiers, but IMO, you would get finer control over the curves using Curve modifiers throughout?
Excluding the flat region from the circular curve modifier
In order to keep the end of the folded-over region flat, it must remain unaffected either by the mapping of the entire ...
I had this problem too.
You have enabled the snapping option. Change the offset in your Solidify Modifier (1 or -1) of the icing part.
Remember, when you grab that point, you will pull the part and at a certain point, the vertices that are at the top that point will intersect with the donut. You can prevent that by adding or subdivide your face. With that, ...
The method you follow is fine, but you've got problems with the scale and orientation of your objects.
Lets start with the Curve.
Make sure its Origin (A, the orange dot) is located at one extremity of the curve. Otherwise, make them fit in Edit mode.
Make sure its Scale (B) is (1 1 1) and Rotation is (0 0 0): otherwise, in object mode, press Ctrl+A / ...
Subdivision modifier and Edge Crease
Subsurf disfigure the cylinder, until you tell him to maintain a sharp edge at the extremities.
Select the edge loops at the extremities, then press Shift+E to enter in Edge Crease mode. Drag your mouse until the edges are perfectly sharp (Edge Crease = 1.0).
For a base mesh I would use Sphere (12 segments), upper part scaled on Z in Edit mode. If you don't like curvature, scale Z to 0, select centre vertex and with enabled Proportional Editing O (and chosen desired curvature) move up on Z axis.
For spiral enable addon Extra Curve Objects. Add new object Spiral and tweek parametrs in properties. Add Shrinkwrapp ...
I don't know whether this is lo-poly enough for you.. there's a similar number of edges around the cone, (quite hi-poly, in my book)
Assuming an even number of vertices in the circumference:
Cut off the tip to your second line, select the perimeter of the hole
CtrlF Face menu > 'Grid Fill', adjust spans and offset.
with O Proportional Editing on,smooth, ...
You can replace the curve modifier by a simple deform modifier.
The point of interest is to augment the second array count until the holes stretching disappear.
Thanks to the deform modifier this is much more easy to tune than the curve modifier.
Add an empty at the same X,Y location than your grid.
Add a simple deform / bend with an angle of 360 and ...
In the video he had some hesitations but at some step the result is simply to merge two vertices.
In vertex selection mode Ctrl1,
Select the vertex on the left, then Shift select the other one.
Then merge them using AltM then 'At last'.
The model is more or less in this situation:
I know you've already tried proportional editing, but I think you ought to be able to get what you're looking for using it.
Try selecting the bottom edges and scaling it down with proportional editing and linear falloff. You'll then need to use the mouse wheel to adjust the proportional editing size.
If any vertices are slightly off, you can grab them and ...
Result comes from fact that by draging only one vertex of a quad face makes face non-planar, in viewport hardly seen as two triangles (there is not any other mathematical way to result). In real life if you take plate of glass and you would take one corner lower you would have to split plate by diagonal cut between any two corners.
In your case is one face ...
Using the same snapping setting as in your question, Blender will snap applying the smallest rotation possible.
So you can do that in two steps:
Place it in a first side
The grab it to another side
Similar to this question.
If you want the handle to be in another direction, rotate it first (for instance 90 degrees around Z) and snap again.
After trying countless times what worked for me is a tutorial from Carlos R. Bisquertt:
He also created a nice ear modeling tutorial...
You can start with a simple plane.
First set modifiers to it:
Mirror on X and Y
Array on X (merge option checked)
Array on Y (merge option checked)
In edit mode grab the plane to set the origin point to bottom left.
Poke face CtrlF then choose 'poke'.
Select the outer edges.
Subdivide them W then choose 'subdivide'.
Select the bottom left and upper ...
Using the "Create Pattern" function that comes along with the TexTools add-on you can create the base for the pattern the following way:
Go in top orthographic view and make sure you are in Object Mode
Press Shift+A and select "Create Pattern"
Select the Diamond pattern and set the "Size" to "2", leave "Scale" at 1.0
Go in Edit Mode and cut the square once ...
You parented the rig to the body.
But you should be parenting the body to the rig, so you select the body then hold SHIFT and then select the rig (in object mode) then press CTRL+P then choose with automatic weights. After that try moving the bones in pose mode.
Don't forget to let me know if that works or not.
You might have to remove the first parent to ...
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.
I am not sure, but having multiple verticies may be the problem. Merge them Alt + M and then see what the results are.
Some other things to consider are what your edge flow is like at those positions. If there are no edge creases or loop cuts, then the subdivision modifier may round your objects at those locations. With lighting, normals etc, this may be ...
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
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.
As Robin ...
Well from the second image your issue is that not all meshes are parented to the bones.
First off, use the mesh with already applied weight painting. Go to weight painting option when selection the mesh and then see where the weights of bones are applied under Vertex groups (downward triangle).
Go through each bone and if you added automatic weights, edit ...
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 :)
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.
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 ...
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 ...
Note: This is for Blender 2.79
I think the mode you mean would be Edit Mode. To insert a background image, press N then scroll down to Background Image. Expand the panel then click Add Image. Click Open and select your image file. Make sure the checkbox next to Background Image is ticked! And you can use any image, but make sure it is a compatible file ...
I think there is no special mode for this. Once you have a background image added to the scene (Shift+A > Image > Background), create your first primitive in Object Mode, then switch to Edit Mode and start modifying and extruding your model based on the background image.
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 ...
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.
Here is an example:
The figure on the top here has "even thickness" unchecked.
That means the modifier makes so all segments length are the same. But as you can see the flat parts are uneven because the corner has the same length as the extremities.
The figure on the bottom has "even thickness" checked.
Here the flat parts are regular. But the segment at ...
They are not disappeared, but they are all at the same place as HiPoly :)
Problem here is you applied Rot and Loc, that are zero now for each object origin, but their Object data are not. That means if you Ctrl+L > Object Data to each object it copy exactly the same.
To fix Location is not a problem just select all, search for Set Origin > Origin to ...
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 ...