Ignore the hole to begin with. The main shape appears to be a squashed cylinder, so create the main outline by scaling down one axis, then loop cutting/extruding and scaling to create the overall shape. For the neck the shape is circular so un-squash this section. For the large hole, boolean a cylinder then clean up the geometry afterwards.
Start with a 16 ...
I think the best way to achieve trees with branches is to make use of the Skin Modifier.
Begin by enabling a couple of add-ons ("Extra Objects"), if they're not already enabled.
This will give you the ability to add a single vert from the mesh menu.
Add a vertex, and give it a Skin Modifier.
You can extrude points by selecting them and then Ctrl ...
There are multiple relatively easy ways to achieve this.
Start by adding a circle. Shift + a -> Mesh -> Circle
Use the menu on the bottom left to set the vertex count (8 is fine, we can subdivide later) and the radius.
press tab to switch to edit mode. make sure you select all vertices, and extrude them upwards.
position the 3d ...
This can happen when your normals are flipped on part of the mesh. Pretty common with Mirror operations.
The problem is that the Subdivision Surface Modifier is interpolating between the inside and the outside of the mesh, at this point, so for the vertices in between they are returned to their original positions.
To diagnose problems like this you can ...
Each quad face is always made of 2 triangles in 3D softwares. I guess the result you see has to do with the way Blender will triangulate each of the 4 faces it creates when it subdivides.
Here I use a grid as image texture to make it more understandable. On the left, the original object, on the right, subdivided once. Here is how Blender triangulates:
If I ...
Your mesh has some large N-gons, but Subdivision works best with Quads.
You can either repair the topology, or start from scratch with quads.
Depends on you, both ways are fine.
Two ways of making quad topology.
You can do it with curves but you can also do it with meshes.
Select your circles before and after a corner and link them with Bridge Edge Loops:
Then tweak the settings, especially Number of Cuts and Smoothness:
After examining your file, I found 2 main problems - one easy to solve, and the other, a bit more time consuming, to say the least.
The first (easy to solve) issue seems to be that you have a good deal of duplicate vertices in your mesh (somewhere in the 400 area). To solve this, select the whole mesh in edit mode (A) and select mesh > clean up > merge ...
So the rules for good subdivision topology, which you're violating and which are responsible for your artifacts, are:
Quads only-- no ngons, and minimal triangles.
No 6+ poles.
Put 3 and 5 poles on the most planar parts of your mesh-- definitely not at places where your mesh has a right angle.
There are other rules. The rules only really matter for non-...
Going around the cube this way:
You have a continuous face loop, regardless of its ngon status, because the connecting faces just have one edge between them.
If we "unwrapped" the shape in the direction you're cutting it would look like this (I've only shown three sides)
If we went the other direction it would look something like this, with a ...
This is possible using the Straight Skeleton Inset function.
It's basically a 'smarter' inset tool.
Enable it in Preferences > Addons > Inset Straight Skeleton
Select your faces and go Face > Inset Straight Skeleton
You can see the vertices are merging, instead of overlapping.
This effect is a natural consequence of the Catmull-Clark algorithm, because the centers of adjacent faces,(and their sizes,) are used to calculate new edge-points.
If you're relying on Catmull-Clark to create your curve, and you want it to remain symmetrical about the corner, you will have not only to put in holding-loops for the corner itself, but at ...
This is apparently an AMD GPU problem. Similar issues have been found apparently. My condolences to anyone else out there on Team Red.
Thanks to Rich and Christopher for the speedy and helpful replies!
You basically want to make sure that the vertices, edges and faces of the cutting object never sit directly on top of those of the object cutted into. Try scaling or moving the cutting object by only a few micro- or millimeters. Finding a good position obviously becomes harder with each subdivision, since there are more possibilities of nearly identical ...
For the record, all "Simple" Subdivision Surface Modifier does is subdivide your model, only it does it in the temporary, non-destructive manner that modifiers do (until you apply it).
Unless you are looking to add extra detail to your model, there is no reason to make a high poly version of it. It's my impression that lower poly count models are ...
You can change "wire" or "wire edit" colors in the preferences:
To clarify, "wire edit" is the color for the editable part of the mesh.
For instance pink here (as this color does not or few overlap with others):
This face is an N-Gon which notoriously doesn't bode well with subdivision surface, and it is concave, meaning there is an interior angle > 180°, which also can create artifacts.
By joining the 2 vertices with J or Vertex > Connect Vertex Path and increasing the crease on the new edge, you will be able to make the subdivided mesh adhere more to the ...
It's not a problem with your code, but rather with your base objects. You have several overlapping vertices and edges in there.
Take a look at this screenshot:
See how there is no orange line indicating connected edges to the left?
If I pull the vertex point to the right, this happens:
This kind of 'malformed' model will play havoc with expected outputs.
I've worked with various games engines for about 18 years now so I'll try my best to answer your questions.
For something kinda small like that I'd say 200 tri's at the very most. 2-5k is a LOT for a cup considering that weapons tend to be about 2k max. Also creating good levels of detial (LODs) might help a lot as well but I've not really worked that much ...
One way would be to duplicate the object in Object Mode and then, for the duplicate only, apply the Subdivision Surface modifier. Then, snap the 3D Cursor to the desired vertex on this new version of the mesh. Afterwards, either hide the new version of this mesh, or, put it in a new collection so that it can be referenced at will in the future for this same ...
No, Subsurf modifier doesn't work this way.
Bevel modifier can make perfect round corners:
But of course, it has more limitations, and it not smooths model like subsurf can.
To make it work better you should move corner vertex to position, where middle of the edges touches imaginary radius of chamfer (before doing this, disable On Cage option of ...
No need to use Subdiv modifier which gives you more details but not necessarily smooth shading (unless you have high enough subdivision which is overkill).
How about starting from a cylinder, inset, extrude down, shade smooth and auto-smooth?
This can be done using a subdivided plane and the Knife Project function.
Make a plane of required length and subdivide it
Create your threads (I used another plane) and move it in front
Select Threads + Plane and go Edit Mode > Mesh > Knife Project
Making thread pattern ,Shift+D to duplicate the vertices
Projecting threads onto the subdivided plane....
If you choose to go the route of booleans, then here is the method I would use.
Quad cap the cylinder to begin with. Delete the Ngon faces top and bottom, and grid fill them with Ctrl+F > G with the edges selected.
Next you can add modifiers. Order is important, so here is the modifier stack:
Bevel and Weighted Normal are the key ones that help here, ...
This is just a half-answer.
As I looked closely into the difference of your meshes ...
Some of the wrinkle in your sculpting is more in the diagonal direction of the edge than the tutorial.
Your brush seem to adjust only in Normal direction of the mesh, but tutorial brush seems to also pull nearby vertices close together to keep up with the deep ...