I`ve got closed curve in the center of my mesh. I want to vertices which highlighted by yellow have circle-form, not the form like on the photo. Can i smooth them to circle-form?
123754
As the title says, I'm trying to extrude an irregular face into a normal cylinder. There are some pics below to better describe what I want to achieve    The tip of the sculpture is round, while the bottom is pretty splash-y shaped, and as it ascends it becomes more and more round  So, is there a way to do something like that? thanks
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Is there an easy way to control how the extruded width of a curve object is oriented, for example like this     or this     The curve in the images above has only two control points, and I got the effect by rotating one of the points. However, for a curve with lots of control points it would be somewhat difficult or at least tedious to achieve this. Is there a simpler way?
95420
I am trying to model a violin belly and I am intrigued, how is it possible to make faces with soft / rounded edges?    The edges I do are totally straight (see the blue amoeba).  Also, do you have some idea on how to avoid the edge loops getting too "compressed" in the middle of the model (see the red amoeba) ?    I know the Subdivision surface modifier, but I want curved edges after applying the modifier... like in this picture :  Any help will be very appreciated. Thank you in advance!  Marcos  2nd part  In fact, I've tryied to model using nurbs and bezier curves, but I wasn't able to find any tool similar to loft that works with curves, then I was forced to convert it in meshes, the results were not terrific and I've started to move the vertices manually, a real pain... Unlike a guitar, each edge loop is on a diferente elevation on z axis and I have to keep the original dimensions, So I have to be extremely careful when using the subdivision suface modifier. I've already modeled this think on three different CAD softwares, but the meshes are far from good... I want to improve the edge loops, but it will be a long path... Thank you again.
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Adding a loop cut to an object with a circular profile renders the object non-circular.  This is true for any object with a circular frame e.g. plain circles, UV-spheres, cylinders, cones, etc.  Top-left is the mesh of a plain circle with Subsurf modifier applied (bottom-left).  Notice how adding one additional vertex (top-right) makes the circle skewed (bottom-right). Is there a tool/transform/way to correct the circle? Knowing the solution to this should help solve the problem for all the aforementioned objects.  I tried selecting all points and applied the To Sphere transform in vain.  It didn't help. I thought putting the vertex r radius away from the circle's centre like the rest of the vertices will help, looks like it doesn't.
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Is there a way to move a vertex along an axis for it to then stop when it reaches the angled edge and snap to it. When I try to using the snap tool, the vertex just goes past or does't reach the edge as my cursor slides up and down the angled edge.
44206
I've googled and also searched the answers here but couldn't find my problem so here goes:  I know how to bevel a curve using another object and when I try it with a normal circle it's fine. But I'm trying to use this flat oval shape to bevel a larger curve of the same shape and it's not following the curve at the correct rotation. I've tried everything, rotating the bevel object, clicking random options in the object data menu.. I can't seem to budge it from looking how it is in the screenshot. In the screenshot you can see the curve I've failed to bevel correctly and also the bevel object in the bottom right.  Basically, I want the flat part of the oval to be above and below the curve, not on the sides as it is. I hope that makes sense. Anyone know what I need to do?
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So in the image below there are two circles, how can I remove the internal vertices between them without messing up the outside shape. I'm working on a gun and this is just a simple way to illustrate the issue I'm dealing with. If I where to go in and delete the internal faces it would leave holes on the outside of the object, is there a fast way to get around this?
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I´m trying to model a race track using a bezier curve, but, when I add modifiers -> array -> curve I get this :    What should I check for to get the mesh following the curve correctly ? Thankyou
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How would one curve specific edges while leaving others alone? I'm trying to model this (circled) object, But can't figure out how to bevel side edges and leave the front-edge flat.     Tried using the bevel modifier in combination with edge creases but that apparently has no effect, not sure what else to do, as I am still very new to modeling/blender.
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A new vertice forms when the object is being subdivided.  I beveled my mesh and added a subdivision surface modifier, and now a new face/vertices are created where the black areas are:    It appears that when the mesh has the modifier active, the subdivided mesh goes to a singular point in the center:   I applied Rotation and Scale to the mesh already after it was edited. Nothing changed.  How do I get rid of the odd mesh warp when my mesh is subdivided? I want to get the center curve near the bottom to be as smooth as possible, without signs of low poly mesh. Like a perfect part-circle.  Here is the blend file:
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I edited my mesh changing the number of vertices after adding shapekeys, and it get totally messed up when the shapekeys are on. Is there a way to solve this problem without remake the shapekeys all again!?
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I would like to animate a mesh's geometry without using . Is this possible?
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I have tried and failed to use the Bezier Curve tool to create a 3D saddle shape only managing to bend a plane in one direction.  Is this the best way to do so and how should I go about doing it?  This is the shape i'm trying to create:    Thanks
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I want to draw an arbitrary closed surface like following figure. How can i do it?   Here is the MWE:  \documentclass{article} \usepackage{tikz} \begin{document} \begin{tikzpicture} \shade[line width=2pt, color=blue] (0, 0) .. controls(1,2) .. (3, 0) ; \end{tikzpicture} \end{document}   In my code, color option doesn't work and I can't close the \controls.
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I am trying to create a vase that looks similar to this:    If there is another post out there I will happily remove this one or redirect it there.  Specifically, I am trying to create the creased effect in the geometry that looks like it is twisting around the vase.  I have tried using Checker Deselect and extrude->scaling the verts but that really screws up my mesh.  Link to my model if it helps:
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I know the title is a mouthful, but this is the problem: I made a curve with 90 degree corners, like so:  I then beveled it, and this was the result:  As you can imagine, this isn't very pretty. I'm looking for something like this:  How can I achieve this look?
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I want to give these line segments a continuous cylinder shape, like a Spaghetti noodle. My aim is to make this path visible in render mode. At the moment you are not able to see it in render mode because it has zero thickness.  I already converted them into a Bezier curve and played around with the Bezier Circle. The result were a lot of cylinders behind each other with a lot of gaps between them because the whole line has edges as you can see on the picture.  I also tried to solve the problem with a Skin-Modifier, but this didn't give me a good solution either. Maybe I should combine it with another Modifier.  So I was wondering if it's even possible to convert an 3D edged path into a curve path with a cylinder shape.  I would be very glad if someone could tell me how I get a good solution.  Thank you very much!