7

I suggest using a combination of Screw + Solidify modifier (your base mesh must be flat for the best result) : Screw : Along Z, 1 step (If using Blender < V2.83, the minimum steps is 2. Make sure the angle is 0°), Remove smooth shading Solidify : Complex mode, offset 0 If you want to have the height centered around 0, simply add a displace with a ...


4

You need to use constant offset inside the array in both of them


3

This isn't so much about Blender as physics. Real ocean water is very light. Like almost white. Aim your camera more downwards, to decrease reflections. Add a shallow seabed to better control your ocean color.


3

The easiest way to do it is to: Begin with a cube that you subdivide twice (smooth mode). Cut off a hole on the bottom, select the hole, flatten it on the Z axis (SZ0. Make it a circle ShiftAltS. Extrude down to make the vertical cylinder. Do the exact same operation for the horizontal extrusion. Add some edge loops close to the edges you want to sharp.


3

If your path is flat, then making it a poly-curve, then setting it to 2D and object-bevelling it in its Geometry panel with another, square, curve, will produce perfect mitres at the corners.


3

You can use bevel weights, which lets you specify a value between 0 (no bevel) and 1 (full bevel).


2

Create a vertex group where you want the bevel to happen. In the modifier's Limit Method choose Vertex Group, and Select your vertex group.


2

This is the Fast Navigate option. Fast Navigate For multiresolution models, shows low resolution while navigating in the viewport. It is a viewport optimization, which is useful if your high poly model is slowing down Blender. To disable it, go to the Tool Options in sculpt mode, then navigate to the Options section and disable Fast Navigate.


2

Select all your objects, then at last Shift select the one with the modifier, then ctrlL > Modifiers. By the menu bar: Object > Make Links > Modifiers.


1

Scale is factored in The constant offset is in Blender units, but in the Object Space of the modified object. If you scale the object, (as opposed to scaling its mesh, which you would do by scaling it in Edit Mode) then the object's space is scaled with it. (Thankyou @RobinBetts) So if scale is 2 and constant offset is 1, scaled by 2 is 2 (explaining the ...


1

Go to the modifiers tab on the side and press the apply button. Please note that modifiers won't actually change the mesh of your object until you apply them. Before that it will just show you what it would look like in the viewport. I hope this helps!


1

You have an Array modifier with Object Offset. The offset object is an empty. Its rotation value is too low, so your ornement overlaps itself. If you increase the rotation value (RZ) you will avoid overlapping except between first and last. Your ornement is bent, you should have made sure that it covered 1/4 of a circle (or 1/3 or 1/5 but not 1.2/4, ...


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