I can't get snap-to-face to work the way I would expect in 2.83beta, either..
The shipped TinyCAD add-on is one option, for this one..
(Assuming source and target are part of the same object) Select 1 face, 1 edge
Use TinyCad's Extend Edge to Face
(Maybe with Automerge switched on) GG slide the source vertex down the extended edge, all the ...
I did it this way because I couldn't comment with images.
This is the method I used now, based on moonboots help.
Step 1: Import image as plane -> knife project the shape on the image to cut the leaf out and remove excessive alpha.
Step 2: Cut some rough edges with the knife tool.
Step 3: Triangulate to remove the remaining ngons. Then used tris ...
A possible way is using the Shrinkwrap Modifier, though it might not affect the look, it will most likely radically change your mesh geometry.
First we have an object consisting of multiple mashes:
Then we make a high resolution (in terms of vertices) sphere around it:
Then we put a Shrinkwrap Modifier on it. Choose the initial object as your target. ...
There is no standard: if you need a round mesh (a car tyre or a street light pole) you should start with a cilynder, if you need a low poly cloud you should use a sphere, for all the other stuff you can start from a plane or a cube.
Study your target object and use as starting point the most similar shape. Keep in mind that in low poly you can really start ...
Unless I've misunderstood the question:
You could make cylinder (a ribbon) to shrinkwrap to the surface, and in its Object > Instancing panel, set its method to 'Faces'
Parent an appropriately oriented arrow-object to the ribbon, and Modifiers > Shrink-Wrap the ribbon to the surface by the projection method that best picks up the normals you're looking for....
If you really want to stick with blender, you can check blender 2.79 that has a game engine that enables what you are looking for:
Otherwise there is also this project that enable game engine on blender 2.8: so you can use real time render engine EEVEE:
On a subdivided cube example you can see how a ring cut on the right side of the top face can add unnecessary faces all the way around.
Alternatively you can localise quads and save on face count in the other two cuts.
The other cut on the top face allows a flat base to the cut.
The cut on the side face of the cube creates an angled finish, adding less ...
I think i understand what you are saying. I am not an expert, but you could select a face. The smaller the face, the smaller the indent. Left click and select 'poke face'. There will be a vertices and the middle, you could drag that around to make an indent or add edge loops.
Add a circle a round the object you want.Add a shrink wrap modifier to the circle and set mode to project and check negative.Then add a particle system to the circle and set it's type hair and check advanced.Under emission set source to verts.Check rotation and set it to Normal.Then create an arrow mesh.Under render in the circle's particle system set ...
Ok so I'm under pressure and I feel the need to edit.
I gave you the method to print a grid topology on your mesh because that's what you asked. But, unless you have good reason to use this kind of topology, it is actually not very good. You should better use this kind of topology (coming from a previous question of BSE), which use only quads, can easily be ...
You can activate POV-Ray addon in user preferences. A povSphere then becomes available among other primitives for Blender to add to the scene. It will behave like you're used to in POV and never show any tesselation at render time
What you see is the Subdivision Surface modifier effect on your mesh. Disable its visibility, or, as Frederik Steinmetz suggests, enable the Optimal Display option, but in that case keep in mind that you won't see the real mesh but its deformation through the modifier.
Solved the problem. It was a basic issue related to the texture being in the wrong path.
Here a video / Highlight I made from a past stream. So feel free to watch.
It was mostly on the fly and serves as a reminder for me and others in case someone needs help with this. I might do a more detailed video on this.
For your small hill, I'd use Loop tools. It's an add-on that comes with your standard Blender.
Select two layers of vertices and Bridge them.
It's wise to subdivide longer edges since Looptools Bridge will not handle them great in this situation.
As for your road, you could use a bunch of modifiers for that. Mainly Shrinkwrap, and a ...
I would use Boolean Modifier. 3 times to be exact.
First cut a sphere shape out of a panel.
Do this by moving the panel into the sphere, until the edge of the panel is in the center of the sphere. Then add a Boolean Modifier, select the sphere as the Object and Apply.
(the panel might have missing faces, or an open side. If this happens you'll have to ...
You can select the edges where you want the red line to be, (alt click 2 times, in front and behind), duplicate (shift d), scale it up a bit (s), make a face (f). Then, you can extrude it (e), separate it (p) by selection, add a material and make it red, and sculpt your sphere in material preview mode.
I was facing the same problem following this tutorial Model & Rig Pistons fast in Blender 2.8+. To select the edge loop it's said to use 'Shift alt click' but it doesn't work on my Mac.
I made somme research on the internet and I arrived here but it doesn't help me.
After some tries, I figured that With Blender 2.8 when you have enabled Emulate 3 ...
Cut a cross shape as in make the cross slightly indented into the surface? You should already have edges running exactly where you want the cross, so you could try selecting those edges, bevel (ctrl+ b), increase the loops in the middle to two (scroll wheel up two times), then just grab the new faces you’ve made in the middle and pull them in a bit. That ...
You can do in blender if your output has to be a video, image render or a 3d models, but if you want to create a self-working program that let other people navigate in the virtual museum as a video-game (with mouse and keyboard), I suggest to use other programs (unity or unreal engine).
You are doing this in Solid View so you are not able to select the dots behind your view.
To solve this issue go to Wireframe Mode by pressing Z and now you can select the dots behind your view, but not with click select the dots with circle tool. The short key is C .
Personally, I found the built-in tools in Blender not very suitable for boundary smoothing. Therefore, I have created and recently published the Smooth Boundary addon, which is for sale on Blendermarket.com (https://blendermarket.com/products/smooth-boundary).
In my opinion it would help if you had a side view, and use both images as background.
Begin with the right side, build a very simple topology that follows the lines. Switch to front view, move the vertices one by one to make them fit to this new view.
Fill the faces, add edge loops to sharp the angles.
Go to EDIT MODE, select two vertices and press F (to create an edge or face).
Continue pressing F to generate all the faces (vertices have to be aligned).
probably there is also a better and automated way with extensions. did you look for them?
At the beginning you could duplicate your cylinder and use the copy as the Target of a Shrinkwrap modifier so that you're sure that the circular hole you'll dig will stick to the cylinder profile. Then apply the Shrinkwrap and extrude to make the handle.
Also, you could use much less polygons:
Create a hole in the cylinder.
Extrude and make a circle with ...
Two ways of doing this:
Use that sphere for knife project tool
Cut the sphere in half in Edit Mode
Choose Top View
In Object mode select your sphere, and then select the pane
Go into Edit Mode and Knife Project
Collapse the sphere
Cut the sphere in half in Edit Mode
Select all vertices
Scale it along the Z axis to 0 (On a keyboard: S + Z + 0)
I am quite ...
So as I said you have inner faces, but there are hidden so you need to unhide and delete. You can't create edge loops if the edge separates more than 2 faces, and by the way those inner faces are not good for your topology, it may create artifacts.
So let say you've parented your mesh to the armature, With Automatic Weight for example, and that you've created a new bone called arm_L.
Select the part of the mesh that this bone is supposed to affect, go in the Properties panel > Object Data > Vertex Groups, create a new group called arm_L and click on the Assign button to assign these vertices to this ...
Depending on the arrangement of vertices, you may be able to use Grid Fill for something similar to this. It won't remember which vertices were previously split from others, but it can be used to join two surfaces together.
The / key is generating a Local (isolated) view of only the selected object, while that in a sense hides other objects, it is more like a isolation chamber rather then hiding all else and then later making things visible again (in the outliner you will see that the other objects are not being hidden).
In Blender 2.7, using Background images managed in the ...
Duplicate a 6 vertex circle, extrude inwards, extrude down, fill, then duplicate along 2 Array modifiers, it will give you a grid of holes. Then join to the rest of the topology. You can even bake a normal map if you don't want to keep too many faces.
Also, don't forget to add edge loops in order to sharp your edges:
You seem to have unvoluntarily disabled Viewport overlays and gizmos (these are all the contour lines, widgets, grids, basically everything that is not renderable geometry). To re-enable them, press these buttons in the top-right corner of your 3D viewport:
The little arrows next to them let you selectively enable/disable elements.
If that's not your issue,...
But when i try to scale, it doesnt even move.
You can scale with the scale tool - press and release alt and then s, or select in the tool panel:
Or you can just hit s to use interactive scale operator.
You should also make sure you have the correct selection and that you are using the transform pivot that you want, that you can select here:
This is my personal view, based on my own experience, so some others may see things differently: Sculpting from scratch is possible, but works best with purely organic forms which don't have a lot of lengthy or technical structural features. If they do have these, then it can be expedient, I believe, to begin with a modeling process instead of a sculpting ...
Wireframe modifier is your friend when you need to create the grid of
the outer sphere
Constellations are just some vertexes connected with edges (the hard part is to put them in the right position - if you have coordinates you can insert them in the object properties > Transform > location XYZ attributes)
you'll need to work with shaders to config how the ...
Blender 2.8 has a built-in tool for making brick walls with a few clicks! Make sure you enable the add-on in the Preferences: Add Mesh:Extra Objects.
After that, go to the Add > Mesh > Extras > Wall Factory in the viewport menu. Add a wall and start tweaking. I hope this helps to start!
stphnl329 was right. I can't believe I didn't notice it, but the main exterior walls (which are hard to make out in wireframe) are just planes of no thickness. I added a solidify modifier and applied it, and all is well! Thanks!
TheBeautifulOrc technically has the right answer. However, based on my personal experience, I would say that the shrinkwrap modifier, while very useful in some cases, could be problematic in your case. It may actually be easier to take the Genesis 8 model from Daz Studio, import it into Blender, take your custom model also, and import that into the same ...
If I understand your question correctly,you are looking for the Shrinkwrap-Modifier. Add the modifier to the model you want to change and choose your "desired face" as the target. For further reading consult the manual.
However there is no way to get more detail than your polycount allows. That means the Shrinkwrap-Modifier might produce artifacts if the ...