You can use an Array Modifer to help place most of the rafters by creating a curve that the rafters can array onto.
First, add a curve to the scene and shape it the way you want. Second, build a rafter. Third, add an Array Modifer to your rafter. Next, add a Curve Modifer. Select your "object" as the curve you added to the scene. The rafters should array ...
You appear to have overlays turned off. This means that selected objects (and Faces, Vertices, etc) will not appear to be selected, because the blue/yellow/orange highlighting that indicates an object is selected is considered an overlay.
You can turn overlays back on by clicking the relevant button here:
You need to join those two curves into one object with Ctrl+J to connect the vertices.
1) Go back to object mode (press Tab)
2) Select both objects and press Ctrl+J. The curves are now a part of one object.
3) Switch to edit mode (press Tab) and select 2 vertices you need to connect.
4) Press F to connect the vertices.
Join into one object with Ctrl J.
If there's a quad there, even if 2 of the vertices in the same place, CtrlR will work.
So select the top face, and scale its vertices to 0 at its center without merging them. (How you do that depends where it is.. e.g with Pivot set to 'Median', Orientation set to 'Normal', with the face selected, that would be SShiftZ 0)
Then cut your loops, and lastly ...
Edge Loop is only reliable in quad based topology, don't expect it to behave nicely when triangles are involved (e.g. pyramids).
In situations like this you can use the knife tool with shortcut K, during the cut you can limit angle with C key and cut-through with Z key, then Enter key to accept. You would want to do this from a side view. If you forget ...
One solution would be to Inset the faces with value of 0.
And at the same time add a negative depth.
Just like this.
Or, if you want better control. Leave the depth at 0 as well, and just use the Move Tool to move the top faces where you want them.
What you're seeing is the wireframe of the mesh when you're switching to edit mode by pressing the Tab key.
Once you've converted your text object into a mesh you can't edit the text anymore. Since the conversion is not reversible you will have to create a new text object perform the desired changes to the text and then convert it into a mesh.
let me adress the issues :).
I also attached a repaired blendfile at the end.
01) The 'sun like' pattern appears when Subdivision Modifier is applied on a triangle fan. Just play a bit with the size of the triangles, or use Face->Grid fill to fill the cap with quads.
02) The edges are harsh, because they are not connected.
You have two meshes joined into ...
You can setup your material like that :
The texture coordinate node control the position of the effect. I centered it on Circle.005 but you can create a new Empty if you want to fine tune the position.
The mapping node control the size (area of influence) of the effect.
The color ramp control the transition between fully transparent (black on the ramp) ...
Another way, just using proportional edit on a cylinder:
(Before subdividing vertically, select two faces, one apart, and then CtrlShiftNumpad + add every other vertical face, to assign different materials to all, and then selection, if you want to make stripes)
(With Z up, O Proprotional Edit, connected)
SShiftZ equator selected,scale it out.
SZ 4 ...
I'm not sure if this will solve every case, as I have not found a good proof for checking the number of faces vs the number of points, but at any rate, the D9 solution can be found by solving Thompson problem! Now, thanks to tensorflow and Travis Hoppe, we have a math-free answer to that. See 'Stupid Tensorflow Tricks'
Looking at the h5 file found on the ...
Blender is a 3d creation application and you can definitely work with real units in Blender so it is definitely suitable for this purpose.
It is possible to use a cone or a circle or a curve as a starting point for modeling this form.
Blender's Python API while a very powerful and amazing tool is completely unnecessary for this task as regular 3d ...
Here's one approach:
I used your provided image to determine X-Z slices of 3-D space that should be transparent, and then spherically displaced a highly subdivided plane to get a 3-D shape that seemed reasonable given the image (although it is not rotationally symmetric about the Z axis, which you might be wanting).
I used two objects in my scene: a Plane ...
Maybe you can try this neat selection trick : just click on the ending vertex of a leaf, and do "CTRL +" repeatedly to increment your selection. "CTRL -" to deselect.
Another trick that you can also try is to hover over a leaf, and hit L on the keyboard. This will select the actual object as a whole (provided it is a separate mesh). You can hide it by ...
There are some guides on the SFM workshop and wiki on how to do it specifically (Here is one from the wikia in particular https://developer.valvesoftware.com/wiki/Blender_Source_Tools_Help )
but the most essential think is the "Blender Source Tools" add-on. You will need to install this into blender, and then from that (File > Import > Source Engine ...
I would use the boolean modifier to union them together.
Lets say I have 3 overlapping spheres i want to make into one, connected object.
Select one sphere, and create two boolean modifiers, both set to Union, with the other spheres as the objects:
Hit apply, and you can now delete the original two spheres. the third sphere with the boolean modifiers ...
The black edges are normal edges, while all teal edges have the sharp flag set. So just select all edges, and open the edge menu with Ctrl+E. Select Clear Sharp, or Mark Sharp, depending of what you try to achieve.
Unless you have good reasons to keep some meshes separate (like a modifier that must not affect the other meshes), it would be simpler to join them.
For the second question, it really depends on what you want, it will deform but it won't necessarily be a problem so you should try this solution, on this topic you can follow this very simple tutorial by ...
The selected edges in the picture I attached are edge loops. To select all the way around the loop, hold alt and click. For the bevel tool, just hit control b or apply a bevel modifier in the modifiers panel on the right.
You are having problems because the geometry is a mess. You don't want any of those elongated triangles.
I would try it like this:
DELETE all top faces.
See which of the vertical edges can be dissolved without losing detail. - Goal is to have relatively even spacing.
Select the outer edge (green/sharp in your picture) and inset it far enough to have room ...
In the Keymap Preferences there is the option Activate Gizmo... this needs to be set to Drag and not Press.
However, it seems there is a bug that can make this entire preferences section disappear from the Ketmap preferences.
you should try to mark those edges and use the bevel modifier with the option set to bevel weight, instead of using way too many cuts like you did.
Dissolve all edges loops between the two cuts.
OR use a bevel on a sharp corner edge with a suitable amount of division, like in my drawing. Usually, 3 or 4 cuts are enough to achieve the effect you want, ...
You can type in your transforms if you call the transform using direct shortcuts to begin with (G to move/grab, R to rotate, S to scale).
Just hit the key for your transform, here G, then the key of the axis you want to move in, here Z, then you can type the amount of transform you want and press ⏎ Enter.
Unfortunately, you can't write "1mm" and ...
what are you trying to do exactly? First you need to make some corrections: In Edit mode delete the vertex that is far away from your main plane, to do it select the plane with the lasso, then Ctrl i to inverse the selection and catch the lone vertex, then X to delete. Also in Object mode apply the scale of the plane and curve. Now as the plane is a bit ...
I think you should get something pretty good with sculpting, you just need to observe how the fabric behaves. Here's a quick try, I've given the object a Multiresolution modifier, when you're fine you can bake the normals, delete the Multiresolution modifier and use the normal map on the original low-res version.
Your base is great already... Maybe you should try some displacement modifier on chosen vertex groups ? Those stretches you made should be bigger, too (see your reference image, they seem to go all the way). I would try creases with a very light brush in sculpt mode, which I guess you tried already, but wider strokes with less intensity.
It's a bit hard to visualize without having the actual mesh, but I think you just have an extra loop in there. If you just merge the points on the yellow edge here to the points to their right, you'll be pretty close to correct.
OK, then add this edge in green, delete the edge in red, and move the top endpoint of the green edge over to the right:
You could use two of the shipped add-ons help you make the basic structure in a few steps:
Activate the add-ons 'Add Curve: Extra Objects' and 'F2'.
Set your snap to 'Vertex' and 'Active'
Create a Curve > Curve Spirals > Archimedean, and adjust the settings to the outside profile of your tower
Header > Object menu > Convert the curve to a mesh
In Edit ...
If I understand correctly, what you could do:
First clean your mesh a bit, make W > Remove Doubles to remove the doubles and merge vertices, and untriangulate with AltJ.
Now as you have merged the vertices you can select the rim with a simple Alt left click, fill the face with F and join some vertices so that its more blender friendly. It is still a ngon ...
There are several solutions, if you only want to show the picture on the top face you can simply give a material to the top face and another one to the other faces... if you want to keep the same material on all the faces, for example because you want to use the same red background, just scale down the UV of these faces in the UV Editor so that you only have ...
I seem to have arrived at a solution thanks to the comments by @Mobin.
Place circle mesh where you want it with Snapping -> Face
Circle mesh -> Edit mode -> Select face -> I to inset and create internal geometry. A few loop cuts to improve its ability to bend.
You need to get rid of the vertices in the middle, or the geometry does strange things when ...
I don't know anything about Adaptive Subdivision, maybe create a new question for this. About your first question: Your stretched texture is created by the ngons, You need to use quads instead, so just correct this and it should work.
It's normal, the mesh is bound to your rig and when you move it away from it, you'll get weird deformations.
If you want to move the mesh object without the rig, you can temporarily uncheck its Armature Deform modifier's visibility.
Otherwise, the way to move the entire character is usually to move the rig object: because he is the parent of the meshes he ...
Your first question is not very clear, maybe show a picture of the kind of crown you want to create. If you want to fill a face, select the 4 vertices you want and press F. But instead of extruding 4 distinct vertices, select a top face and extrude it with E then scale down. You can simultaneously extrude several faces as individual faces with alt E, then ...
I think you can probably achieve what you're looking for using (mostly) the Screw modifier. Here are 3 approaches...
Method 1: Screw + Proportional Editing
I forgot to make sure the walking paths aren't partially above one another on the Z-axis in this approach, but I think it can be adjusted to get that right:
Start with a simple plane:
Apply a Screw ...
Answers found by myself.
1. there are duplicated vertices because I hit E and did not do anything then hit E again.
2. Aged donut because I forgot to give subsurface to the donut.
I hope this can help anyone who has the same problems. It is just so much to learn.