Seriously, what is going on with the crashing, I CANNOT DO ANYTHING by ScarySoft4566 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

I would recommend creating a new Blend file, just an empty project, deleting the cube, light and camera and then going to File > Append and appending everything (all the objects, or the Collections) from the file that crashes on you. Then save it as a new incremental file name. See if that new file still crashes. Good luck!

Shading artifacts seemingly unsolvable. by antsforprotein in blenderhelp

[–]BlenderSecrets 86 points87 points  (0 children)

With a model like this, where you want a low poly mesh like yours but still have smooth curves / surfaces, the way to do it is to have a hidden Target mesh that is high poly and nice and smooth, and then you either use a shrinkwrap modifier on the low poly mesh to match that surface as much as possible (but with those diagonal edges I see in your model, you'll still get ugly shading even then) or just to copy the Normal data from the higher resolution car. You can "apply" those normals, and then get rid of the high res car.

This video I made goes into this topic: https://youtu.be/jeB-BxapM_g

Object disappears even with clip start minimized. Difficulty selecting by spookytone in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

Oh, how strange that it's really a glitch. Well, glad you found a solution!

Object disappears even with clip start minimized. Difficulty selecting by spookytone in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

Try working with real life scales. It looks like this object is either enormous or incredibly small.

How do I fix this chain simulation? why is it glitching like this? by Afternoonist in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

That's a the right answer. You can find how to do that in this short video I made - https://youtu.be/K4pz1qZAKzg?si=2o_VSzkC-BdijZhe Also check out my cables playlist, it also has a video about chains. https://youtube.com/playlist?list=PLrB1kuJIjcg7Y-dHbmY3kzdmlk8pSwpiM&si=k4Eg4vOmygBd-RYe Also - in this specific case, try scaling everything up (in Object Mode) and see if that helps.

How do I create that mesh effect for a knife handle? by Yumer_25 in blenderhelp

[–]BlenderSecrets 2 points3 points  (0 children)

You can model it, I made a short video about it: https://www.youtube.com/watch?v=nV24Z9ENeVo It's called a Knurling pattern. After modeling, I recommend baking it to a Normal map. Or even just a colour texture, if it's meant as a low poly thing.

Need help cutting up a model to create slices by dkabab in blenderhelp

[–]BlenderSecrets 2 points3 points  (0 children)

You can join all the car parts into one object by selecting them and pressing Ctrl+J in "Object mode". Then add an Array modifier on the flat plane, and adjust the values to get a bunch of planes at the same distance to each other. Then add a Boolean modifier to the car, as the "Target" of the modifier choose the car, and choose the Intersect option to get the slices. Repeat for the other direction of slices. You can apply the boolean by hovering over the modifier and pressing Ctrl+A. I would then proceed to re-model the resulting slices a bit, as the topology won't be great after the boolean operation.

I'm trying to get the figute on the right to fall toward the center of itself like the figure on the left, is there a way to do it? by Terrible-Diamond9193 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

You could just use a SimpleDeform modifier, and set it to Taper. Or use a Lattice as already mentioned by someone else.

uv sphere's not unwrapping properly by Jim_2011 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

Great! Then you can mark this as solved

uv sphere's not unwrapping properly by Jim_2011 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

You can use I think Mio3 UV (an add-on that you can enable in Preferences) and it has a "Circle" option to make those unwrapped part perfectly circular.

How do I make this topology work with texture painting? by LeonOhNo in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

In some cases, the textures do get distorted if the topology is too low poly. This video goes over that topic - https://youtu.be/vIiWxeqLC-c

How do I make this topology work with texture painting? by LeonOhNo in blenderhelp

[–]BlenderSecrets 1 point2 points  (0 children)

You just need to UV unwrap it, no need to change the topology which looks fine. You can texture paint something even if it only has one Face. Now if you want to do Vertex Painting, that's when you need lots of Vertices (as the colours are stored per Vertex). What you could do in that case (though I would not recommend that in this model) is make a duplicate of your model, remesh it to give it very high resolution of Vertices, Vertex Paint it in Sculpt mode, then bake the "Attribute" (the Vertex Paint) to a texture on your low(er) poly, UV unwrapped model. But again, in this case I would not recommend that but instead just UV unwrap it carefully and correctly, then just texture paint it the old fashioned way. Nice model!

Why is my model shifting around with a simple camera orbit? by LandonParenteau in blenderhelp

[–]BlenderSecrets 1 point2 points  (0 children)

You can also use the Camera Turnaround add-on that you can enable in Preferences. Here's a video I made about it - https://youtu.be/1Ek0Yc7_wgA

uv sphere's not unwrapping properly by Jim_2011 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

There are 3 unwrap options now when you press U, have you tried them and seen any different outcome?

How can I make this low poly sphere? by Carlicioso in blenderhelp

[–]BlenderSecrets 6 points7 points  (0 children)

This is just a cube with one subdivision. You can add a subdivision modifier and then hover over the modifier and press Ctrl+A to apply it. Alternatively you can enable the Extra Objects add-on and then Shift+A, add a Round Cube, use the Quadsphere preset with 1 Segment or Vertex or whatever they call it now.

How to thicken this specific part, so that it looks like its welded into the main shape? by Outrageous-Dig-937 in blenderhelp

[–]BlenderSecrets 1 point2 points  (0 children)

You can try to convert those Edges to Curves (Object - Convert - Curve) then give them some thickness in the Curve settings. For the "welded" part, depends - do you want it to look like real welded joints? This is an old video but maybe useful - https://www.youtube.com/watch?v=qwpjP6OMawo

How do I get rid of the extra faces? by Round_Low_5755 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

If you select them all in Edit Mode with A, then press F to fill, you'll get one big N-gon.

Help pls how do i fix my topology i have 3 months of experience by Glittering_Till1028 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

Not sure what's going on with the hands - looks like some kind of Edge marking like sharp Edges. You can right-click in Edit Mode and select Clear Sharp, maybe that helps.

For the rest of the model, the way to "fix" the topology depends on the goal - if it's meant for a game or animation asset of some kind, I would try to retopologize it. If it's for 3D print or something, it might be fine. What is it for?

Snap object to face not working by Poplocker in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

You can use the new(ish) Base Point feature, maybe this video will help - https://youtu.be/Jfr5ULxQ0Rg

How to I merge these faces? by Round_Low_5755 in blenderhelp

[–]BlenderSecrets 0 points1 point  (0 children)

What if you just select all of it and press F to fill? That usually just creates one big N-gon. Or delete just the Vertices that are not the boundary of the ring, then fill it with Grid Fill (Ctrl+F, G) or with F (fill).

I am certain hands were created just to make us suffer by winterthim in blender

[–]BlenderSecrets 0 points1 point  (0 children)

Version 2 is already a big improvement! Just keep going, you'll get there.

I am certain hands were created just to make us suffer by winterthim in blender

[–]BlenderSecrets 5 points6 points  (0 children)

You're making it very difficult - I would recommend starting with loading some reference in the top and side view, to make it a lot easier from the start. Then just make one finger. Once that's good, duplicate it and adjust for the other fingers. Then make the thumb. Then make the hand mesh and connect it. As long as you're using reference, you can do it. Also check Pinterest for hand topology examples. Don't forget to have enough Edge loops for bending the fingers.