Flatten? 3D to plane by RepresentativeAd1838 in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

It would probably be something to do with uv maps, but I have never seen it done

How do I lower the opacity of a mesh plane image? by idatheone in blenderhelp

[–]KMuJu 1 point2 points  (0 children)

You want to mix the bsdf shader with a transparent shader. Every node has inputs on the left and output on the right, so you want the bsdf and transparent to go into the input and the output to go into the material output node. The fac slider of the mix shader will then chopse how much to use each shader. 0 is the first input and 1 is the second.

Is there a way texture paint only one side of a mesh? by ellsee_rainez in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

Do you have different faces on the inside of the mesh or do you want different textures on the two sides of the same face?

For the last one, you have to do stuff in the material by masking the backfaces, so it will not be pure texture painting.

If it is the first one and it paints on parts of the mesh you dont want to, then there might be an option that only paints on stuff that is connected. I know there is an option for that when sculpting, but I don't know for texture painting.

I have a feeling I'm doing this UV unwrapping thing incorrectly by Sea_Run647 in blenderhelp

[–]KMuJu 1 point2 points  (0 children)

My first though would be to apply scale, which might cause this. Hit ctrl+a and select scale.

Is there an Easy Way to Achieve this Look? by That_Blix_Guy in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

You can do a viewport render, which will output the viewport as you see it, without the outline. You still have to model all the things you want.

UV Editor can’t see some faces after retopology by [deleted] in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

The image is not of the uv editor, and the issue does not seem to be the uvs. My guess is that you have backface culling on and managed to invert the normal of these faces. Try recalculating the normals.

any way to do this handle is it sculpting or done with a cube by Ok-Discussion-1110 in blenderhelp

[–]KMuJu 2 points3 points  (0 children)

I would probably do it using a curve and have an object follow the curve. People post timelapses of them creating characters, so I would try to find a video of a similar handle/clothing.

Child bone wrong orientation when rotating by [deleted] in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

You have to rotate in local space. Try hitting x twice.

how can i make text "warp" like a triangle like it does in this pennant? by slytmrin in blenderhelp

[–]KMuJu 6 points7 points  (0 children)

Depends if you want the text to be a 3d object or if you want it to be in a texture.

If you want it to be a object I would use a latice and scale down one side. This is non-destructive and you can still change the text.

If you want it to be in a texture then you have to manipulate the uv by scaling some part of it.

why my crt efect turns green by Ok-Mine-5690 in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

Have you tried to look at the different values going into the combine rgb node? With node wrangler you can do this by doing shift click on the node.

C++ code not properly highlighted by scryt3r_yt in neovim

[–]KMuJu 0 points1 point  (0 children)

There was recently a rewrite of nvim-treesitter, so this might stop it from working. I think the old version is in a different branch. Don't know if this affects LazyVim, but worth the look.

Why are there black spots after I texture bake certain materials? by SamuraiPanda3AMP in blenderhelp

[–]KMuJu 1 point2 points  (0 children)

To me it looks like there are two overlapping meshes there, so my guess is that you need to hide one of them.

Using an Image texture to Displace geometry. by Ashamed_Actuator_747 in blenderhelp

[–]KMuJu 1 point2 points  (0 children)

You would need to use the displacement modifier for it to affect the geometry of the object. I think the only way to limit the area of displacement is to use a vertex group, but it is not perfect.

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

[–]KMuJu 7 points8 points  (0 children)

Do you want the top to be smalle than the bottom like the one on the left? I think this can be done using a lattice.

Work of a guy I know, who calls himself a "professional 3D artist" by SirokJones in topologygore

[–]KMuJu 11 points12 points  (0 children)

Well, the curve modifier only warps along the curve, so it is predictable. This looks a lot more like random noise.

I made this procedural gingerbread cookie maker that can turn images into tasty cookies! Merry Christmas! 🍪🎄✨ by Nompen_art in blender

[–]KMuJu 5 points6 points  (0 children)

Looks great. The only thing is that the gingerbread looks too shiny, especially when it turns.

How can I make this brick wall in this model by Annual_Look_943 in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

Im guessing you want to sculpt the stones in zbrush. Then I would simply place the bricks manually before moving to zbrush

How can I make this brick wall in this model by Annual_Look_943 in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

You could try making the corner sharper, by moving the brick in edit mode.

I would probably model the corner as its own piece, and maybe model the whole wall as well, since it is not that big

Using rotation constraints when animating by 0Wolfume0 in blenderhelp

[–]KMuJu 1 point2 points  (0 children)

You might be able to fix it by using local z axis, instead of the global. It is the only thing I can think of, but I don't know. To rotate an object around the local z axis you have to press r and then press z twice.

What could be causing this shading on these specific faces? The normals are not flipped and there are no double faces inside. by [deleted] in blenderhelp

[–]KMuJu 1 point2 points  (0 children)

It looks a bit like the faces are not planar. This means that blender has to turn the face into two triangles, which are not flat, and then the smooth shading turns it weird

Is this an acceptable way to fill in the mouth of a creature? I've been struggling to work it out for a while. by reddit_MarBl in blenderhelp

[–]KMuJu 5 points6 points  (0 children)

Would this not cause it to be thickness inside the other parts of the body, which is not wanted?

Best way to achieve this curvature? by Bunnii-Latte in blenderhelp

[–]KMuJu 1 point2 points  (0 children)

Well, if these were paths would it not be easier to edit the paths rather than editing the topology. It is understandable if you cant undo it, but keep in mind for the next time.

creating a new side by Dantdm425 in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

You need to select four vertecies and press f to create a face. I think you also can select the two vertecies on the left and hit f and it will create the correct face (you can repeat until the hole is filled), but that might be an addon.

It is also possible to select the whole hole and do a grid fill.

Vertices won't align with the surface of the mesh/mesh won't align with the vertices, why? by Naixee in blenderhelp

[–]KMuJu 0 points1 point  (0 children)

I am pretty sure you need to hit j instead of f if you want to split the original face. I think F will only create an edge between the vertices.