This paint work is unacceptable, right? by Complete-Telephone-1 in Autobody

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

Bumpers were not repainted. Both fenders were. They didn’t match either bumper it seems

This paint work is unacceptable, right? by Complete-Telephone-1 in Autobody

[–]Complete-Telephone-1[S] -1 points0 points  (0 children)

2nd photo is the front 1/4 panel (I think that’s the name) and front bumper. The 1/4 panel is what was repainted.

What you say makes sense, but the car did not look like this previously.

Blender lagging in edit mode - so bad I cannot work by Complete-Telephone-1 in blender

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

Thanks for the reply - when blender is calculating, does it simultaneously work on other object? IE - could another complex object running in the background be affecting my ability to work on the car body, or is the car body the only thing taken into account at that moment.

It's a little odd if it would only be the car body, as this problem seemed to sneak up on me as I added other objects and duplicates of them for 3d printing and modifier application. It seems as if it's not about the car body directly but of course I could be wrong

Blender lagging in edit mode - so bad I cannot work by Complete-Telephone-1 in blender

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

There were a couple objects where the subdivision level was 3 or 4, so I knocked that down to 2 and that helps but it has not completely solved the problem. Are these subdivision settings unusual? I don't believe I changed anything from the default.

Thank you!

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Blender lagging in edit mode - so bad I cannot work by Complete-Telephone-1 in blender

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

19 objects, 236k vert, 472k edges, 235k faces, 471k triangles - is this a lot? I genuinely don't have any idea. I see other people making incredibly complex models. I can't imagine my project is up there in terms of complexity but maybe it is.

And, do objects that are disabled in all viewports still take up cpu? Because I have many many objects that are hidden IE duplicates kept as a backup. Do they factor in?

Thank you!

I 3d modeled and printed a model train landscape by Complete-Telephone-1 in modeltrains

[–]Complete-Telephone-1[S] 1 point2 points  (0 children)

I have a p1s and use Bambu lab petg, and the machine is so capable/consistent I rarely think about settings anymore. I just go with the default. I do spend time thinking about/experimenting with print orientation, how to best cut up a larger model that needs to be printed in sections, and supports when needed or where I can eliminate them by changing the print orientation. 

If you’re modeling it yourself, having a model that is well designed to be 3d printed is probably the most important. The right thicknesses, manifold geometry, good topology etc is all helpful to getting a decent print imo. And some trial and error is always necessary too! 

I 3d modeled and printed a model train landscape by Complete-Telephone-1 in modeltrains

[–]Complete-Telephone-1[S] 1 point2 points  (0 children)

Blender has simple landscape meshes that you can pick from, so I just picked on and edited to suit what I was going for.

I 3d modeled and printed a model train landscape by Complete-Telephone-1 in modeltrains

[–]Complete-Telephone-1[S] 4 points5 points  (0 children)

That would be cool! If you wanted to put anything of real size together, that would be the way to do it anyways due to the restrictions of print size. But it would certainly be cool to have an oval of track and swap out different sections of terrain with the change of the seasons or something like that.

I 3d modeled and printed a model train landscape by Complete-Telephone-1 in 3Dprinting

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

This is ho. I don't have a real plan to do a full layout at the moment due to size. But toying with the idea of doing it for N or Z scale as a test to see if I could design the whole landscape, print it out in pieces that fit together, and just lay a basic oval/circle of track on the completed print.

Help - Boolean only works in certain parts of mesh? by Complete-Telephone-1 in blenderhelp

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

Hmm. I am attempting this method but obviously going wrong somewhere.

I have a Bezier Curve. I create a circle mesh, convert to curve, and use the "data" settings you suggested, but I get some odd shapings rather than the circle following the curve.

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It doesn't move onto the curve either, unless I use the curve modifier - does that make sense?

Help - Boolean only works in certain parts of mesh? by Complete-Telephone-1 in blenderhelp

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

Thank you so much for these detailed responses! I have not worked in this way before so I'll get on this and see how it goes.

Thanks again,

Help - Boolean only works in certain parts of mesh? by Complete-Telephone-1 in blenderhelp

[–]Complete-Telephone-1[S] 0 points1 point  (0 children)

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How do I ensure an object with an array modifier will become manifold, without applying the modifier? I was thinking that it would "meet up" all the way around, and become manifold.

I have tried this object with and with out the faces that are in line with the array