I rendered a face in different views,and get some error at some special views. model rotation is (-60,0,-35)   but, some view is ok . model rotation is (-60,0,-30)   Why? and how to fix it.
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I've been modeling a hermit crab and I don't know why but some areas of the mesh are really dark on some spots, like the legs and the claws.   I hope you can help me fix it.
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Is there any simple way of telling which UV face corresponds to which 3D model face?  I created a room (in V 2.71) with a doorway and a window out of a hollowed cube and generated a UV mapping for it with "Smart UV project" but it is not obvious to me how to tell which face is, say, the floor or the left face of the door frame. I can highlight them in the main window to see which face gets highlighted in the UV window, but that's laborious and confusing.   And if my model gets a little more complicated, say I had more rooms and interior doorways, I know I'll end up with lots of tiny thin rectangles on the UV map often placed in really weird locations that don't correspond to the floorplan. Telling which is which will be really hard.  How is this done on complicated models?
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The model is vivisected right down the middle along the z axis. The right leg is rendering funny and I assume if I can get that fixed everything else will fall into place. I tried flipping normals, changing shading types - can't think of anything else to do.
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When I select the Mesh (scaled by empty), hit Alt+P choose "Clear Parent and Keep Transformation", it clears parenting, but transformation is not kept.  Is there any visible reason why the operator is not working on this specific model (blend file, collection 02)? What kind of hidden setup can cause this issue?  For now it seems like different rotation (mesh and empty), cause the issue. If empty and mesh is the same rotation (collection 01 and 03) Alt+P works fine. Since Empty is rotated it fails (see collection 02).
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Bit of an issue here, trying to render this glass scene    Looks fine in the viewport, but when I hit render    Does anyone know the cause of different view port and final render, and how to fix it?  Here's my
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Is there a way to specify the center of rotation in Sketch? Normally it simply rotates the object around its center. If there is no native way maybe it's possible to write a plugin!?
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Instead of the constrained 45 degrees that happens when you press C, is there a specific angle I can get for example 35 degrees instead?   It's currently cut at 45 degrees in the attached image and I need it to be 35.
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Update This is now possibly natively as of 2.74. See my .  Is it possible to render a panorama in cycles that is not a full 360x180 view? E.g. 360° x 30°? How can I achieve this?
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I have a couch in Blender that looks like this in rendered view.    I baked it with a combined texture and this is what it came out to be.    This is what it looks like added to the mesh.    Why does the view with the baked image not look exactly like the rendered view?  Does it have something to do with my mesh and faces?  This is my mesh.    This has never happened to me before as I baked a couple things before this which came out perfectly.
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I’m running into a UV map error (or at least it’s not behaving as I expected it would). I have a simple plane with 4 points and I’ve set up the uv to a sqaure texture (images below). I would expect the texture to be applied evenly, following the trapezoid shape of the plane, and instead it’s sort of bending along the middle. I’ve tried applying visual and object transforms, but that hasn’t changed anything. I've also tried subdividing and triangulating the faces, only for it to continue to bend the texture in a way I wouldn't expect. Does anyone know if this is how it’s supposed to be behaving or maybe I have a setting wrong? Thanks!  ^ UV map for the plane, snapped to pixels  ^ how the plane is appearing
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When I create something in blender and than I export it to unity as an fbx, it is rotated -90 degrees on the x axis to keep it correct rotation but can I export it with (0,0,0) rotation by default ? So it will be correctly rotated and its rotation would be (0,0,0).
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I was messing with UV unwrapping, and this is what happened:    I reset the UV map, but to no result. For reference, I have older render of the same glass (the version which was unfortunately overwritten):    How to make it smooth again?  It looks like there are two faces in the same place oriented other ways.  That's how face orientation view looks like: How to rotate these faces?
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How to render perfect cartoons in blender? Whatever the engine is (internal or cycles) I always get that shading transition somewhere on the model.      The first picture is in blender internal render engine with the toon shading material and the second picture is in cycles render engine with the toon shader.    How can I get completely flat colors with no fancy shading variation?
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I think my question relates to a fundamental of 3D modeling that I haven't picked up on yet. It's very simple:  Let's say I have a flat quad. A plane on the XY plane inserted into am empty blender file is a great example. Now let's say I start moving each of the 4 vertices around on in any direction, especially the Z axis.   At this point, there would still be one face, but its extremely unlikely that the face would be planar (I just learned this word). So blender does its best to make sense of what this should look like.  The problem I'm having is that it seems like my quads are always like this, but they never look the way I want. There are edges and seams that look like they are dangling in space, and what tends to happen is that my mesh looks great when viewed from most angles, but if you look at it from just the right angle, you notice the dangling edges or sometimes even some kind of impossible geometry. And so I might try to nudge the problematic vertices around, but this often seems to either make it worse, or just hide the bad geometry until you see it from a different angle.  For me, this always seems to happen whenever I'm trying to move vertices to add roundness to something that is originally square.   There is another question on here about how to actually flatten the quads. That's great, and I might use some of the techniques mentioned there. My question is:   Why does this happen? (Can someone explain this better?) What are some tips and tricks to avoid this situation? What are some tips and tricks to mitigate this situation?   EDIT Here is an illustration:  The overall mesh as viewed from a distance looks decent (for my skill level)    But if you get closer and look from a certain angle...    Super close up:    The "edge" that is pointed to by the arrow is not actually an edge, but some kind of artifact created when blender tries to show the quad. The way the vertices are positioned, it shouldn't actually be possible to see the sliver of the face that I marked in red, since this face is supposed to be around the corner from the edges. The edges should form the silhouette on the right side of my figure.     Here is the side view. Maybe it is the angled topology that skews the face in a funny way?  But I'm not looking for help with this one particular issue, but rather a better understanding of why this happens, and ideas to prevent this in future models.
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I want to render an image that is, for example, 170 px by 180 px. How can this be done in blender? I'm using the cycles render. Is the process any different for an animation?
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What I want to do while modeling is start at the Top Ortho view (NumPad 7) with green Y-axis pointed up and down on the screen. I then want to rotate the view left or right around my model, moving only the X &amp; Z axis' while keeping the Y-axis vertical.    Ctrl Shift MMB  zooms the view in and out if the wheel is held down and the mouse moved. If the wheel is scrolled the view rotates around the Z-axis. Going to view 3 and Alt Shift MMB  allows rotating around a Horizontal Y-axis.  Is there a way to rotate around a vertical Y-axis?
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Hi guys i'm having a small issue here trying to get my mirror modifier to work, I believe it has something to do with the origin point but being new to blender I don't have the know how to fix this problem. If someone could point me in the right direction that would be incredible.  Thanks guys.