You have two options:
Add supporting geometry (Loopcuts CtrlR and beveling CtrlB both work well):
The Subsurf modifier demonstrates why good, clean topology is so
important. As you can see in the figure, the Subsurf modifier has a
drastic effect on a default Cube. Until you add in additional Loops
(with CtrlR), the shape is almost unrecognizable. A mesh ...
As you know a fork rarely comes with only one peak, it generally has 2, more often 3 or 4, sometimes more. It would be very tedious to model each and every of those peaks.
As you may know, for this kind of task, Blender comes with very powerful tools like linked duplications, dupliframes, array modifier, etc... instead of modeling each of the peaks, you can ...
Using the interactive bevel tool
You can select the specific edges you want to bevel (switch to edge selection mode to make this easier, press Ctrl + Tab in Edit mode and select Edge) and use Ctrl + B and drag to interactively adjust the bevel, additionally roll the scroll wheel to add in edge loops to round out the bevel. To bevel a single vertex, use Ctrl +...
Add an empty at the origin of the object that you want to duplicate.
(Remember to hit CtrlA and select rotate and scale, to apply transormations on the original object).
Then, add an array modifier with object offset linked to this empty.
Set the 3D cursor to the desired centre of the circle. Add another empty here. Make it the parent of the other empty. ...
You can achieve that with the Array modifier alone.
Create an empty at the origin of your base pair and make sure it has the same xyz rotation.
Disable all offsets in the Array modifier.
Enable Object Offset and select the empty from the list.
Rotate the empty and move it up a little, so that it matches your helix.
The object offset uses the differences ...
The reason you can't use a "constructive modifier" on a curve is because a curve has to be defined by mathematical control points instead of free-floating vertices. You can visualize the decimate modifier in the viewport or render, but if you were to actually apply it you might create a shape that can't be represented by the control point equations, and then ...
Add a mesh circle to your scene
Extrude it vertically
Poke its faces with Alt + P
Remove the vertical edges by selecting one of them and pressing Shift + G > Select Grouped > by Direction
Remove the triangle faces with the same operator by Polygon Sides
Add an empty object to the scene
Add a Bezier Curve object too
Now add an Array modifier to the circle
You can select all of the object you wish to apply the modifiers to, then press AltC> convert to mesh:
Some modifiers have different values for View and Render.
This will apply the View settings.
You could use the Vertex Weigh Proximity modifier to control displacement.
It will use the actual shape of the mesh to correctly displace the surface.
Create a new vertex group in your "skin" mesh and add all vertex to it with a strength of $1$. Now add a new Vertex Weigh Proximity modifier, pick that vertex group, set the "Worm" mesh as Target Object and ...
You can use the 'Decimate' modifier set to 'Un-Subdivide' mode:
Increasing the number of 'Iterations' will increase the number of times the modifier un-subdivides the object.
This works particularly well with quad based geometry. Below, the monkey on the left (that had a Subsurf modifier applied) has 8,000 vertices, while the un-subdivided monkey on the ...
Most of the common problems people experience with the Boolean modifier are generally down to only 2 or 3 things: Normals, Doubles (or overlapping geometry), Non-Manifold geometry.
Faces have a direction, it may seem like a weird idea but it's necessary in computer graphics to give a polygon (different word for face) a direction.
The fact that ...
Just want to complement with several tricks that I just figured out. They all share with the same idea - to offset the rotation pivot of the Offset Object:
Using 3D Cursor as pivot. (PROS: Fast and straight forward. CONS: Not suitable for animation)
First, use an empty object in Object Offset section in the Array modifier setting, then, all you ...
Instead of two empties use one curve and an empty as follows :
add a curve circle
add Array modifier with some offset ( 1.05) and set it to fit curve
add a curve modifier and set to use the curve circle
add Array modifier with the empty as an offset object
this is the setup now :
and the modifiers ( on the brick ) :
the result and manipulation :
You can use a proxy mesh as the curve object, then use Dupli faces to place an object at each face. This has the added advantage of using instances, which are more memory efficient than the array modifier.
Add a plane and set it up with the curve and array modifiers:
Parent the actual object to the plane (CtrlP).
With the plane selected, enable Faces in ...
How to do a subtractive boolean
Make sure you've selected the object to be carved from, and add a Boolean Modifier (when in Edit mode, look for a wrench icon on the right-side panel when you have the object to be carved from selected - this is the modifier panel).
For the modifier's Operation choose "Difference".
For the Object field choose the ...
IMO the fastest method should be to subdivide a primitive icosphere and use the Cast modifier set to Fork, but this option is mysteriously missing from Blender!
In my opinion this is bad, and the devs should feel bad. It's easy enough to represent using the following node group.
Cool, but does it render well?
There undoubtedly lots of ways of doing this. Here's one of them:
Use an array modifier with an object offset to duplicate one board object around radially. This way all the boards can be easily tweaked later on by editing just one; changes will be copied to the other boards.
Create the board object. If you want a certain number of boards (...
If you have a linked object from another scene, you won't be able to apply any modifiers to it. You will have to unlink it by clicking the unlink button in the object properties panel and possibly also in the data properties panel.
If you have two objects, which reference to the same data, you will have to make them a single user.
This is done by either ...
In your scene it looks like the origins of the object might be messed up. When using the Array and Curve Modifier it is important to note that the origin of the curve and the origin of the mesh must be at the same spot. Also the mesh should have it origin at it geometry not somewhere else.
Here is how to fix it:
First let's make sure that your objects are ...
You could try it this way:
Put your picture as a Background image.
Create a plane, rotate it on the X axis to have it in front view, apply the rotation.
In Front Ortho view, use the picture as a model to build your mesh, mirror the mesh to make it easier.
Switch to Right Ortho view and continue to model the mesh. You'll have to shift the mesh from its ...
You can do it this way:
Create a Circle, shift it from its origin in Edit mode, go back in Object mode, create an Empty on the same point as the origin of the circle. Assign an Array modifier to the Circle with a Count of 5, deactivate Relative Offset, activate Object Offset and choose the Empty. Rotate the Empty 72° on the Z axis. Apply the Array modifier, ...
You may achieve it using Curve Extra Objects--> Torus Knot Plus. It's the laziest solution I guess :).
Enable the Curve Extra Objects add on in User Preferences (Ctrl+Alt+U).
Press Shift+A-->Curve-->Torus Knot Plus to add a spiral and play with its settings. Add another one, change its settings (to make it look slightly different from the previous ...
Instead of the shrinkwrap, there's an older but more precise tool to turn verts into a sphere.
Put the 3D-Cursor where the center of your sphere whould be
Select all verts
Hit Space, type 'to sphere' or press AltShiftS, select that tool and hit 1, Return to make it completely spherical. Most subsurfed spheres aren't really precise, so this tool changes that....
When using the sculpt tool, you will sometimes want to add more detail than your mesh has vertices to support. You could add vertices by subdividing the mesh, but subdividing the mesh will increase the complexity of the model, slowing blender down, making the model larger, making the mesh less usable for certain applications (like games).
Sub surface ...
All mesh, or 3D modeled virtual objects for that matter, are "hollow" or "empty inside" by definition, there is no such thing as mass, dense volume or matter inside them, with the possible exception of actual volumetric data like voxels or point clouds.
Boolean operations on meshes are always performed as mathematical operations over the surfaces ...