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0 votes

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 ...
samuelbourland's user avatar
0 votes

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 ...
moonboots's user avatar
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1 vote
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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 ...
Mr A's user avatar
  • 752
0 votes

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 ...
StefLAncien's user avatar
4 votes
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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
Alex's user avatar
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1 vote
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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.
moonboots's user avatar
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1 vote
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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
Alex's user avatar
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0 votes

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 ...
Gordon Brinkmann's user avatar
4 votes
Accepted

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 ...
moonboots's user avatar
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0 votes

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 ...
vklidu's user avatar
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1 vote

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 ...
Gordon Brinkmann's user avatar
3 votes

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 ...
Robin Betts's user avatar
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0 votes

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....
PolyMad's user avatar
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2 votes
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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 ...
quellenform's user avatar
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2 votes

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 ...
quellenform's user avatar
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2 votes

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.
Crantisz's user avatar
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0 votes

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 ...
Vincent.B's user avatar
1 vote

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)...
moonboots's user avatar
  • 145k
3 votes

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 ...
Markus von Broady's user avatar
0 votes

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 ...
TheLabCat's user avatar
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1 vote

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 ...
lemon's user avatar
  • 53.3k
0 votes

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 ...
Denis Delinger's user avatar
0 votes

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 ...
aidan-j-rhoden's user avatar
1 vote
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 ...
Mr A's user avatar
  • 752
1 vote

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....
Ryuji Koike's user avatar
3 votes
Accepted

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 ...
falk's user avatar
  • 77
0 votes
Accepted

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 ...
L0Lock's user avatar
  • 14.8k
0 votes

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 ...
Nathan's user avatar
  • 21k
1 vote

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 ...
StefLAncien's user avatar
1 vote
Accepted

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 ...
moonboots's user avatar
  • 145k
1 vote
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 ...
aidan-j-rhoden's user avatar
0 votes

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.
L0Lock's user avatar
  • 14.8k
0 votes

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,...
Allen Simpson's user avatar
9 votes

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:
moonboots's user avatar
  • 145k
4 votes

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:
moonboots's user avatar
  • 145k
4 votes
Accepted

"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:
moonboots's user avatar
  • 145k
4 votes

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, ...
Jakemoyo's user avatar
  • 4,345
4 votes

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 ...
common_goldfish's user avatar
1 vote

How can I create a custom property in Blender that affects a circle?

Such interface can be programmed in Geonodes:
Markus von Broady's user avatar
1 vote

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 ...
Mr A's user avatar
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5 votes
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 ...
Alex's user avatar
  • 1,207
0 votes

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 ...
Mr A's user avatar
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0 votes

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 ...
Mr A's user avatar
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0 votes

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 ...
Mr A's user avatar
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4 votes
Accepted

Align from normal

You could use the Knife tool to extend the CB edge:
moonboots's user avatar
  • 145k
2 votes

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 ...
Nathan's user avatar
  • 21k
7 votes

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,...
Robin Betts's user avatar
  • 73.9k
10 votes
Accepted

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:
lemon's user avatar
  • 53.3k
5 votes

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:
moonboots's user avatar
  • 145k
7 votes
Accepted

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.
vklidu's user avatar
  • 34.8k

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