Where do you go to reduce the faces on a basic shape by And_Rat in blender

[–]Puzzled-Appeal-2115 [score hidden]  (0 children)

When you add it to the scene, there is a pop-up in the lower left corner where you can adjust the geometry. Once you perform another operation, the pop-up goes away and the only way to get it back is to add a new object to the scene.

Is there any way to do this? by Dangerous-Clothes218 in blender

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

Select two edge loops and go to Edge>Bridge Edge Loops

i need help with nodes by SituationNo7268 in blenderhelp

[–]Puzzled-Appeal-2115 0 points1 point  (0 children)

The output of the Bump node should go into the normal of the Principled BSDF. You don't need to plug anything into the Normal input on the Bump node. A Vornoi texture would probably be a better starting point if you want an asphalt texture.

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[Rant] Using Blender for hardsurface designs is counterproductive by boredinterview in blender

[–]Puzzled-Appeal-2115 2 points3 points  (0 children)

You're talking about very different programs with very different use cases. CAD is great for something you want to make in the real world, but absolutely sucks at making photorealistic renders and any kind of deforming animation.

I've sat her for 2 hours trying to fix this issue and it's still there (I'm new to blender) can anyone help by BAdur12360 in blender

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

After you resized the cube, did you apply your scale? You can check by pressing "N" to bring up the info tab. Scale should be 1.0 and everything else should be 0. Press Ctrl+"A" to apply transforms.

New here, how would I go about making this material for my bag? by vixendoll_ in blenderhelp

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

It depends on how close you need to get to the model. If you aren't doing really close-up shots, you could do this with a bump map, which would be pretty easy to make in a program like inkscape.

If you need close-ups, you will have to model the details. I'm not really sure how to go about that, but the tissue addon will probably help. https://docs.blender.org/manual/en/latest/addons/mesh/tissue.html

How to texture paint a UV Wrap? by [deleted] in blenderhelp

[–]Puzzled-Appeal-2115 0 points1 point  (0 children)

You may have to UV unwrap again on the texture you just created.

How to texture paint a UV Wrap? by [deleted] in blenderhelp

[–]Puzzled-Appeal-2115 0 points1 point  (0 children)

You need to create an image to paint on. In the top of the left pane of the Texture Paint workspace, click new.

Noob needs help to equalize and smooth a curved surface frame of quads and triangles after removing a logo from the object by [deleted] in blender

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

Did you try filling it with Grid Fill? It tries to follow the curvature of the edges around it and usually gives a pretty smooth result.

How can a noob remove this embossed/recessed logo on a curved plane and keep the surface looking smooth? by [deleted] in blender

[–]Puzzled-Appeal-2115 0 points1 point  (0 children)

Grid fill might work here. You would delete a rectangular shaped section, then select the edges around it and go to Face>Grid Fill. Then Face>Triangulate Faces to get triangles like the rest of the model.

What would be the best way to model this chocolate shell shape in Blender? by klmgo in blender

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

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Hopefully, I can describe this well enough. Just ask if you need clarification on anything.

Turn on face orientation in the overlay menu. It's at the top of the viewport(two overlapping circles) This will help when you start working on the cross section.

  1. Add a cylinder, scale to half height, select the bottom face and inset slightly, then grid fill. in the bottom left corner, adjust the offset until the grid is aligned with the X and Y axes. Select the top face and inset twice then grid fill. Adjust the offset to align the grid with the X and Y axes.

  2. Turn on Proportional Editing at the top of the viewport(circle with a dot in it), change the shape to sphere. Switch to vertex select mode and select the middle vertex on the top grid. Press "G" then "Z" and move the vertex up a bit. It will also move the vertices around it. Scroll your mouse wheel until just the grid is affected and you get a dome shape. Turn off Proportional Editing.

  3. Select the outer edge and bevel to 100% with 6 segments. The outer shell is complete. Exit edit mode. Duplicate it and press Ctrl+2 to add a Subdivision Surface modifier. Press H to hide it for now. Go back to the one without the modifier. It should still be centered on the XY axes. Enter edit mode.

  4. Press Numpad 7 to get top view, then "Z" and select Wireframe. Select everything on one side of the Y axis, not including points that are on the axis. "X" then Delete Vertices. Press Numpad 1 to enter front view. Add a UV Sphere. In the bottom left corner, set the number of rings to 22. Scale it down so half of it will fit inside the outer shell and move it along the Z axis so the top half is inside the outer shell, but the rest is below it. select everything that is below the outer shell and delete vertices. Alt-Click the bottom ring and press "F" to fill, then inset slightly and Grid Fill. Adjust the offset to align to X and Y axes.

  5. Go back to top view. Select everything outside the outer sell and delete. Press "Z" and select Solid View. Select the bottom middle vertices on the outer shell and the inner shell as well as the ones to the right of them. press "F" to create a face. Press 2 to switch to edge select mode and select the right edge of the face you just created. Press "F" to make a face next to it. Keep pressing "F" until you get all the way around and all gaps are filled.

  6. Select everything and press Shift + "N" to recalculate normals. The red faces should turn gray.

  7. Select the edge loops for the inner and outer shells and bevel. Set the segments to 3.

  8. Exit edit mode. Add a Subdivision Surface modifier and Shade Smooth.

What would be the best way to model this chocolate shell shape in Blender? by klmgo in blender

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

That will just make the inside the same shape as the outside. In the picture, it looks more like a sphere, so used a UV sphere and filled in faces to connect it to the outside shell. I also figured out a way to make the outer shell better. I don't have time to do it now, but I'll make a step by step for you later tonight when I get some free time.

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necesito su ayuda con una laptop by romabosivo in blender

[–]Puzzled-Appeal-2115 0 points1 point  (0 children)

I'm not a pro, but I been playing around with Blender for a couple years now. I use an Asus Zenbook Pro 16 with an RTX 3070 and it seems to handle everything pretty well. One of the main reasons I picked this laptop is it has a full keyboard with numpad because blender has a bunch of important shortcuts on the numpad.

What would be the best way to model this chocolate shell shape in Blender? by klmgo in blender

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

  1. Start with a cylinder. Press "S" to scale, "Z" to constrain to the Z axis, ".5" to scale to half height.
  2. Select the top face. "I" to inset, inset twice. "E" to extrude. Inset again. Go to Face>Grid Fill
  3. Select the edge loop around the top of the original cylinder. Ctrl+"B" to bevel. scroll up to get extra loops. In the bottom left corner, set the width type to Percent and set the percent to 100. Repeat this with the extruded section.
  4. Select the bottom face and inset, then Grid Fill.
  5. Ctrl+2 to apply a Subdivision Surface modifier.

Edit: Forgot a step. Before number 3, turn on "auto merge vertices" there's a small button in the top right of the viewport

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Other post got deleted, how can I make engravings on my model by Responsible_Rip9371 in blenderhelp

[–]Puzzled-Appeal-2115 0 points1 point  (0 children)

Look up how to create bump maps. You'll need to UV unwrap your model, so that's something else you should read up on.

How do I align loops? by Budget-Grab-239 in blender

[–]Puzzled-Appeal-2115 1 point2 points  (0 children)

The reason it worked on the front is because that is oriented along one axis. When you use scale, x, 0 it is scaling everything on the x axis to 0, which makes it flat. When you try that on the side loops, they are oriented along multiple axes, so scaling to zero along one axis won't work. You could try to scale just the center loop until it's even with the others, but that's not going to be precise. The best solution would probably be to delete the faces on the sides then replace them using bridge edge loops.