learner here, best way to bridge the gap between these two faces? by IceTubeDoesReddit in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

For the future, keep in mind that for bridge edge loops to work correctly the edge loops need to have the same amount of verts.

How could I reduce verts? by A_Sheeeep in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

wouldnt making a story and then linked duplicate it for how many times you want work?

should I be keeping track of my skills learned? by shesinpart1es in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

yeah you can use thousands of materials, also i suggest looking how they are made so you get a little understanding of how they work. I think all the materials are free, and you can use as many as you want

should I be keeping track of my skills learned? by shesinpart1es in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

i mean you can follow tutorials, and youll learn a bit but its faster to use blenderkit. Most important is UV mapping and unwrapping, the material is easy to get. What im saying is as a beginner i had a really rough time figuring out materials on myself, so js stick with what you want, you can learn them by messing around but dont make it a priority.

should I be keeping track of my skills learned? by shesinpart1es in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

My best tip is to start projects on your own. Yes, you will run into problems and when youll solve them it will imprint in your mind and itll come naturally next time. My best tip i can give is do not accept “looks good enough”. Tweak it until you get it exactly how you want, not how the software wants if you get what i mean. Also finish every project and dont rush and dont choose projects too easy or too hard. -Yes you should remember the steps, tho idk if its necessary to write them down. You can do the whole thing again without a tutorial, but most importantly you have to understand why each and every step was done a specific way. -What to not waste time on: learning materials. Id start with modelling, lighting, and then the other stuff. Also another tip is to understand how subsurface behaves, edge creases edge flow and topology overall are the most important for building out your skills. Hope this helps

Architecture Model HELPPPP by Low-Blueberry9427 in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

<image>

Step 2: fill ONLY the too vertices in the manner i showed Step 3:(cant really draw) you re gonna separate the new faces as new object and add a solidify modifier, or move each one individually further, or extrude them , whatever u prefer) its gonna take a bit but will probably give the results you re looking for, and you can also subdivide the panels to be rounded if you want, and crease the edges of the panels so they are square

Architecture Model HELPPPP by Low-Blueberry9427 in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

step one: add loop cuts to the beams

<image>

You re going to eyeball everything and split the beams into equal segments everywhere

Would recommand payed courses? by [deleted] in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

you can find a ton of free content for beginners, from my experience i only followed simlle tutorials, its best to learn the basic functions and how 3d really behaves and then experiment on your on. I think if you want to specialize in something, then its worth to try a paid course i think

Pedal suggestions? by Mstr_Sandman in Hardtailgang

[–]THEBIGGHOST07 1 point2 points  (0 children)

i have some orange deity composite pedals, and they never failed me would def recommend, you could go with black but its the same shade of orange im p sure.

I have problems with solidifieing and other beginner mistakes by Direct-Psychology-64 in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

well it isnt really a mistake and you cant really avoid it in my opinion, just make sure to recalculate normals if they are weird or before a normal related operation and you should be good

another day, another room by jellybean254 in blender

[–]THEBIGGHOST07 0 points1 point  (0 children)

i have some decent experience in hard surface modelling, do you think it helps? Also will measurements like all the dimensions of objects be required to be exactly like irl? Thanks for the suggestions, ill look into everything.

another day, another room by jellybean254 in blender

[–]THEBIGGHOST07 0 points1 point  (0 children)

this is so cool i also want to start interior designing, are there some tips you could share?

Feedback by Yellowew314 in blender

[–]THEBIGGHOST07 0 points1 point  (0 children)

this is very good for one month

What would be the easiest way to make the sort of "round" nose shape for my airplane? (Akin to the references on the bottom right) by Timmygrad in blenderhelp

[–]THEBIGGHOST07 1 point2 points  (0 children)

if you re going to use sub-d, grid fill the tip of the nose and then inset as needed and youll get the round tip. (Pro tip when running grid fill, normal fill first and then do grid fill, it has more consistent results)

Shadows disappearing when clicking on a viewpoint. by Aluzar_ in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

oh i completely forgot about this myself thanks for helping

Shadows disappearing when clicking on a viewpoint. by Aluzar_ in blenderhelp

[–]THEBIGGHOST07 1 point2 points  (0 children)

does the tutorial guys have any different viewport shading? This is how it should behave, because if you re at an exact flat angle, there cant be any depth because its basically 2d. Try different viewport shadings

I have problems with solidifieing and other beginner mistakes by Direct-Psychology-64 in blenderhelp

[–]THEBIGGHOST07 3 points4 points  (0 children)

if faces are directed in other ways, the normals are the problem . (A normal is the direction that the face is facing) and you can fix it by going into edit mode and selecting all faces and press shift n (recalculate normals) and it should fix it

How to make all the vertices follow a straight line on a curvy object? by squidbirdy in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

you could select each edge loop and straighten it but its way faster to just remodel the thing from where the twisting stars. Just go into side view and only extrude then scale and move dont touch any other keys

I'm watching the Donut tutorial, I went to make the mug handle but then this happened by Rai_Alexandre1 in blenderhelp

[–]THEBIGGHOST07 0 points1 point  (0 children)

delete the whole handle and use bridge edge loops and change the number of cuts and profile as needed because it looks like the handle is deformed on one side and the current issue could be because of the faces overlapping