MarcClintDion
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Need advice on turning a 2D image into a 3D model
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3 votes

I started off by adding the image you posted as a material texture on a plane that was UV un-wrapped using the default option that shows up at the top of the list which is called Unwrap. Then I ...

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Baking to an image using cycles with two sets of existing uvs
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3 votes

For Cycles baking, the Vector input of the texture being baked to has no effect(for now). You must select the bake target UV's using the following dialogue. It's one of those controversial design ...

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Mark seam to not be cut by Smart UV
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3 votes

The top option of the Unwrapping dialogue is called Unwrap and is the best method to use if you want full control over the UV Island creation. For this method to work properly, you must manually add ...

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How can I undo Edit steps in Object Mode?
3 votes

This seems like a pretty bad situation but can also work to your advantage once you are accustomed to it. If you use Undo in Object mode, then you can use Redo before re-entering Edit mode to ...

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Why do seam edges move together?
3 votes

There are two modes for UV Editing. One is called Sync Selection and so far as I know, the other one has no name. Sync Selection is just off. To me they are modes because they behave very ...

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Get indices of vertices of triangulated faces in python
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3 votes

I waited before posting this in case a better answer came up. Since no one posted anything, here is something. I found the following code on http://davidejones.com. It is definitely not 100% ...

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Rotate (generated) UVs of environment texture without mapping node
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2 votes

This is a node setup for a z-axis rotation. The other 2 axis' are just as easy but adding all three axis' into one formula gets very complicated. To rotate the image, adjust the Value node that is ...

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How can I bake textures on uneven goemetry without tearing and stretching
2 votes

Blender has lots of options texture baking. If one situation is showing up errors, there are multiple fall-backs. The most obvious issue people have with Object Space maps is that Commercial game ...

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How to add textures to faces that are facing a certain direction
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2 votes

If you have multiple materials assigned, you can use Shift+g to activate the Select Similar menu. For selecting all of the floor area, using Normal works well. You only have to select one face and ...

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Making a procedural mask for a specific parts of a mesh
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2 votes

The Pointiness feature may be able to do what you are looking for. You can bring the results into visual range by using a Color Ramp node.

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Texture repeating problem
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2 votes

All those islands should be in the 0-1 space. There are some reasons to move things out of that area, as an example, if you want the texture to repeat or if you want to exclude part of a model from a ...

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Tris to Quads using UV map
2 votes

The UV layout for this model makes selecting rows very easy with the Box Select tool. (I hid the ends because they have hidden faces that are causing problems.) By selecting every second loop of the ...

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Creasing edge with "Subdivision surface" modifier on rounded surface
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2 votes

I would use control loops for this. Ctrl+r activates the tool and clicking once moves it into Slide mode. Click again or press enter to set the loop. You can double tap g to slide loops after they ...

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With 2 maps on same material i am not able to see and paint on 2nd map in texture mode
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2 votes

I added two textures to the material as shown in the following image. Now you can switch between the textures using the Texture Paint mode Slots tab. You'll notice that the Slots tab shows up in the ...

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Zooming in to a selection of vertices with the period key does not work as expected
2 votes

You can also try using Shift+b to activate the box selection zoom tool, now you can drag out a box and the view will zoom to that area. This works in many modes, so Object, Edit, Paint, Sculpt, etc....

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How to paint with the clone option in Texture Paint?
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2 votes

When the render is set to Cycles you can add two textures to the material and they should both show up as slots in texture paint. Be sure to add a UV Map node for each texture and set the appropriate ...

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How to add Wear & Tear effect in a Texture
2 votes

One of the three common ways that people add extra detail to a scene is to use a black and white image to mix between two shaders. The following image shows a baked Ambient Occlusion image that is ...

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How to add Wear & Tear effect in a Texture
2 votes

Another common way to capture/add detail is to bake Ambient Occlusion(AO). AO can be used to simulate the subtle indirect shadows that show up in recessed areas. AO can also be used to as a mix ...

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Normal map baked from multires looks bad (seams and general wrongness)
2 votes

problem #1 is that there are not enough seams. If you can't make the UV islands out of real paper and still be able to wrap it around a real model; then you are going to have problems trying to do ...

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Force triangles only (or warn user) before exporting with built in blender functions
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2 votes

this script triangulates a model. If you are in Edit mode it will switch to Object mode before triangulation takes place. If you add bpy.ops.object.mode_set(mode='EDIT') at the end of the script ...

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Library Linking and textures
2 votes

It should be fairly easy to test whether the objects are sharing the texture or not since you are using GPU rendering and the number of available textures that can be used is fairly low. On this ...

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When exporting as .FBX, I don't have the option "include animation" that I've seen in tutorials
2 votes

The following settings work for me with bridging Blender/UE4 but they may differ from engine to engine. Use 'Armature + Mesh' to transfer the model and its associated rigging. Use 'Armature' ...

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Solidify issue at sharp bifurcation location
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2 votes

You have two main issues. The first is that you have a transition point which is joined by a single vertex. That one vertex will cause you problems with several areas of Blender. Sculpting, ...

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Cycles is not using the materials created by MakeHuman
2 votes

I'm guessing that the Make Human importer sets up a Blender Internal Material based on the Material that's in the file you imported. This is not automatic yet for Cycles rendering yet. First you ...

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Create a low poly mesh with high detailed textures?
2 votes

Here's another way to use baking to transfer high-poly details to a low-poly model. The example uses Cycles baking. Here is simple object that I'd like to have look like a rock. It has only 36 ...

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Zoom with camera in an animation
2 votes

Moving and keyframing has already been covered here but there a couple of other things that can help make this very easy to work with. To start with, if you select the camera and press the Number Pad ...

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Unwrap UV map proportionally to object size
2 votes

You can try using the UV project modifier which will give you consistent islands sizes for the entire object and then when everything is finished, you can apply the modifier and it will hard-code the ...

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Problem with normal map display in glsl texture paint mode
2 votes

Textured shaded mode may be what you are looking for. It's shown in the animated image below. Sorry about the messy .gif. Apparently LiceCap really does not like Texture Painting. To use this ...

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Why is my mesh inversed when Imported to Unity?
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2 votes

One possible reason for this could be that the normals actually were inverted in Blender but if you have Backface Culling disabled then the mesh could look right even though it's not. The lighting ...

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Surface detection
2 votes

You can always use a Rigid Body simulation for placing objects when it's inconvenient to do it all manually. Here's a simple setup with a bowl set to be a passive object with some balls set to be ...

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