New answers tagged modeling
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Problem with vertices after joining two objects
The boolean modifier doesn't tend to respect topology well. Especially for organic models like a character.
I would recommend:
Duplicating a separate mesh for the legs to keep the topology
Sculpting ...
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there is a gab in the donut icing however i increased the geometry and also the thickness with the solidfy and sub devesion modifires
Press G and your vertex will stick to the surface of the donut, you can also choose Snap Individual Elements To > Face Project in the Snap With panel, and if you select several vertices it will ...
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Remove parts of object, which are inside of another object
If you're doing this to retopo the model, I suggest to use the Voxel Remesher. It is found under Object Data Properties > Remesh. The most important parameter is ...
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Proportional height editing on a curved object?
(Using Blender 3.6.1, curves and Edit Mode)
Approach: Use a mesh made from an extruded curve to snap faces during individual extrusion of faces.
Step 1: Design the slope
1.1. Shape a Bezier or Nurbs ...
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Easiest way to create gloves?
the easiest way would be to duplicate the hand, inflate it and smooth it using sculpting tools
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Issues with Proportional Editing and X-Axis Mirror in Blender
Your mesh is not really symmetrical (for example the one I highlight won't move its opposite), to fix that select the first shapekey (Basis), go into Mesh > Symmetrize and you are good.
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Geometry nodes face count per instances
It is now possible to get the face count of each instance using the repeat zone
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Objects coordinates don't seem to make sense
Parenting one object to another does not necessarily change the location, rotation or scale of an object, it depends on the parenting method you are choosing (this is just about object parenting, not ...
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How to increase the number of polygons while maintaining mesh curvature in Blender
In your case a Subdivide operation with the Smoothness at 1 should give the desired result, but for more complicated shapes, don't use the Subdivide tool in Edit mode, it will tend to flatten the ...
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creating bas relief from 2d vector curves
It is quite dificult for me to imagine to easily sculpt relief based on vector shape (probably show some reference of desired result, probably you aim to something stylized (not realistic).
In ...
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Water isn't flowing
When you have set the Domain to Cache > Type > Replay (which I guess is the case here, although you do not mention it), then the simulation is generated "on the fly" while you are ...
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Ripping vertices with more than two connected edges
In GN, it can be done as follows:
Mark vertices with more than 2 edges (Capture Boolean)
Rip all vertices
After ripping, move marked vertices towards centres of their edges
Weld unmarked vertices
...
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Objects coordinates don't seem to make sense
I tried to re-parent the object to the wall, without even de-parenting first, and this time the beam moved to the right position.
So problem solved.
But I'm still wondering what the hell happened here....
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How to move specific vertices/edges after extrusion with Geometry Nodes?
If, as you show in your example, you extrude a mesh and scale the extruded faces, the newly created points are always indexed according to a specific scheme:
Therefore, you would simply have to ...
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Creating a parabolic-shaped arch more automatically
Here is a more "artistic" solution:
You could of course also solve this purely mathematically, but in this case it seemed more flexible and easier for me to realize it with a simple ...
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Creating a parabolic-shaped arch more automatically
Here is the simplest example that I can imagine. This setup use X coordinate of grid, set it to power of 2 and moves Z coordinate at this number.
Rotate and scale it and it should be good.
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Screw Modifier Destroying Normal in Blender
If your mesh or part(s) of your mesh have flipped normals, here is what you can do :
Select your object and enter Edit Mode
Activate the Calculate Order option in the Screw modifier tab
Select the ...
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Why 2 objects have same location, orientation, scale and origin yet they're displaying at different positions on the viewport
What probably happened is that you had an object with several meshes inside and at one point you've separated these meshes with a P > Separate Selection:
The result is that you have now 2 (or more)...
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Sphere with 600 Holes
After subdividing the cube with 9 cuts, select faces (There's exactly 600 faces, and 602 vertices), II inset individual, MO ...
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UV stretching after unwrapping (on curved mashes) (closed)
Nothing is wrong here, that’s just how UV unwrapping works. Think about it. If you had to make a flat surface wrap around this pipe that changes diameter, what would that wrapping be shaped like? The ...
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Topology Problem. Surface not smooth
You can use this kind of topology, where the mesh goes around the corners:
I suggest you don't matter of the circular part at the begining, as you can always make it circular at the end using loop ...
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How do I attach a model to another model like this?
Mr A's answer solves the main question I asked, but for this specific case it wasn't enough. For it to all work properly including animations, I had to do 3 things in total:
Join the skeletons of the ...
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Reshaping a Necklace to conform to a character mold
You could try using proportional editing to manually deform it to the shape you want. Although manual, this method offers you much more control over the process.
Alternatively, you could use a ...
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Accepted
How do I attach a model to another model like this?
There are multiple ways to achieve a result like this.
Parent the skeleton of the weapon to the desired bone of the other skeleton.
Add an object constraint to the skeleton of the weapon to do the ...
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Can't use the grab (G) to move an object
This can be solved by going to the tool tab after pressing the N key, make sure your active tool is the move tool by pressing the G key. Under the Active Tool setting there is drag, select Active Tool....
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How do I make sharp parts?
If you are smoothing your object, you lose often the sharpen look, but you can work around this, one option is to give your object more information to work with by addding more edges/verts. For ...
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How to straighten out curved fingers in blender?
I don't really see in which way your bones "bend in a weird way". I can rotate them just fine.
You could literally just rotate all the bones manually and eyeball their alignment. Just set ...
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Split an object into multiple parts within specific vert/face amount
Is the best way the easiest way? Where number of objects doesn't matter? Rip all edges (edge split modifier limited by angle 0, apply), separate by loose parts ('p' separate in edit mode.) Your 60k ...
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How to create a dashed line?
(Following Mcunha comment, using Blender 3.6.1)
For a single body pattern (e.g., dashed line):
Fig. 1: Create the pattern as a Bezier curve, setting its origin at one end. Use “Bevel“ to make it a ...
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How do I remove an artifact from a sharp edge?
Use the Auto Smooth option, it will prevent the smoothing to happen between faces that are above the desired angle, here between the mirrored faces:
An alternative would be to simply create this kind ...
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Accepted
How can I flare a part of a model
Start with a cylinder and delete the top face.
Extrude the top ring and scale it out.
Bevel the middle loop using Ctrl + b
To thicken the mesh, use a solidify modifier. To round out any other desired ...
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Only undo last input, without Blender going overboard
You can't, because changing an operator's setting isn't an operation, hence isn't undoable.
You could use a modifier instead.
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How to model this profile?
Select the edge you want and give a Bevel Weight to it (edge should turn blue). Then use a Bevel Modifier set to weight, increase the number of segments and activate a custom profile.
I'm on my phone,...
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How can I model a flutted glass lamp's shade?
Create this segment, mirror it:
Array it on X and Z:
Make it circular with a Simple Deform modifier, Bend mode, on Z:
Deform it with a Lattice modifier:
Result:
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A cube appears when I generate a skin
In Edit mode, press AltZ to see with transparency, and AltH to unhide this pixel, remove it:
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"Weld edges into faces" problem
Your 2 vertices here are overlapping and disconnected, select all and press M > Merge by Distance and it will work:
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Make a slice of sphere full inside
Use a boolean modifier. Make a cylinder that is the same number of rings as your sphere. Then delete everything except the "pie slice" you want to extract. Then line it up with the sphere, ...
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Make a slice of sphere full inside
You can model this shape by deleting the faces of your selection first.
Then, in edit mode, alt to select the edge loop of the hole.
e Extrude all of the points of the edge loop and s resize ...
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How can I create a custom property in Blender that affects a circle?
Such interface can be programmed in Geonodes:
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How can I smooth these lumps and bumps, to match with that of the surrounding surface?
I suggest to use a Cast modifier. Setting it up will be a bit tricky, though. You will need an empty object to define the center axis of the cylinder which is going to be the Z-axis of the empty. You ...
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Accepted
How Can I Recreate Steppenwolf's Armor Pattern?
Geometry nodes is indeed a good way to do things like this. You can for example instance a piece along a curve. That way you can access all the curve informations and translate them on the instances ...
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Why is this object disappearing in texture paint mode, but is there in edit mode?
I think you may have toggled X-Ray by mistake. Try to toggle it off and see if that fixes the issue.
This could be an issue with the Viewport Shading Settings. Try to press the button marked in the ...
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Need help with prepping a 3d model for printing
The easiest way is to use the Voxel Remesher, but before that you need to make all instances real and merge all objects into one. While in Object Mode, you can find the Voxel Remesher under the Remesh ...
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How to export a circle shape from blender to unity3d?
If you create the circle this way, it will not have any faces. I don't think Unity will render edges by default. You need to add polygons.
After adding the circle, press ...
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Accepted
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Align from normal
First, the line you're interested in is not the normal of anything. "Normal" is a term with a very particular meaning in 3D graphics. If you're not yet familiar with its usage in 3D, then ...
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Rounded Dice - Why do the simplest things seem so difficult
Here's an approach which considers the die to be a clamped sphere, and implements that with Geometry Nodes:
The interface provides settings for the radius of the underlying round cube, its resolution,...
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Rounded Dice - Why do the simplest things seem so difficult
That can be:
Inset individual faces
Add a subdivision of 3
Shade smooth
Once done, keeping the insets selected, you can sharpen the inner faces using crease:
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Maya Bending in Blender, is it possible?
An alternative to Vklidu's answer is the Mesh > Transform > Bend. Put the cursor at the bottom left:
Then put your mouse at the bottom right, ShiftW and drag:
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Maya Bending in Blender, is it possible?
-15 Z with object's origin at corner ...
... or place Empty at lower left corner and use as Origin object in modifier.
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modeling × 14003mesh × 2445
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vertices × 605
animation × 558
edges × 488
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topology × 426
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rigging × 422
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uv × 379
faces × 375
transforms × 372
sculpting × 359
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subdivision-surface × 303
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geometry × 251
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