Hello (again) guys, I have yet another problem : I am modeling one slice (one third) of a cylinder object and planning to copy/past the slice, rotate 120° and produce my final cylinder shaped objet. Bad explanation, image are more clears : Here I already did a copy of the first slice and applied rotation and steached. I m…
I am just trying to figure out if this is true, after reading around a few things. For example if I make a light fixture that hangs from the ceiling, do I need to combine the whole mesh into a single mesh?, or if I import the object as a group does the light channel UV all have to not be touching I.E. every object in that…
This has been driving me mental this morning. Basically, I have this building I've made out of modular parts, so that the panels and windows all share texture space properly. At the moment only the panels have normal maps. To get the normal maps to bake and display properly, I used an edit normal modifier to tweak the…
Hi, How would I go about moving an object from the center of another. Basically, I want to detach parts of a sphere and move/expand them out (without changing their scale) from the surface. Kinda going for that orbiting effect (if that helps clarify my rambling). The objects need to come out and go back along the same path…
Trying to set up a controler system in the viewports for animation. How can I limit the movement of an object in the world. For example I only want to be able to move objectA min[0,-50,0] max[0,+50,0]. In Maya It can be simply done by setting the transform contraints in the atribute editor. How can I do something similar…
Hi there I'm not sure anyone has asked this topic already or i didn't find it but I going to ask it again. For example: If i want to make a basic hammer and import to unity. As my Topic should I make top metal and handle wood all in one object, or I should make it separate to two object?? or it doesn't matter?? Make one UV…
Modelling software: Blender Rendering software: Unreal Use case: Real-time render modelling portfolio I'm trying to figure out the best way to get good normals on a backpack object, with its various thin looping straps. My high poly modelling uses straps with thickness, and I presumed that they ought to be made into planes…
So you have a tree full of planes and you want to replace the planes with other planes? I'm guessing because the original planes where not UV mapped and you want to unwrap new planes and replace the old? If that's the case, you could probably unwrap the planes with the "UVW Map" modifier (not the same as UVW Unwrap) and…
Hello. Before I get complex, I want to break this down in simple terms so anyone who reads this will understand what I'm trying to do. I have two objects in my scene. One object is the mesh of a character, and the other object is just a simple sphere. The sphere model's position is set on a vertex of the player model. I'm…