I have a Hexagon turned into a curve shape, and I'm trying to make the sphere go follow the curvature, I add the array and curve modifier then select the Hexagon but the sphere shape gets distorted. I also added more segments in case it would correct this issue, but the sphere shape becomes even worse. How can I fix this? Thank you.
16448
I have a chain object. And i have a curve it follows. I got it to work for following curve, but chain object is not circles but both parts are more like stretched circles (ovals). Object i made with 2 toruses one rotated 90 degrees and then joined them together. I tried single torus too. But same issue. on a curve it just looks stretched oval. What can be the issue?   Thanks
87389
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.
109202
I'm trying to make an isometric version of this    The bulges and the dips aren't too hard themselves, however I'm struggling to find a way of warping the isometric grid lines in the right way      Does anyone have any suggestions?
111634
Hi, Im newbie at blender 3d.   I just saw this at motion graphic, but don't understand how to model this shape.   Can I get any advise for modeling this shape?
31166
I tried to manipulate a cube with the Boolean modifier. I tried to cut out an edge of the cube with a cylinder. Also, the shading result looks awful in FLAT SHADING mode, so I turned on SMOOTH SHADING.   Has anyone an idea how to achieve a better result. (I also cut out a Sphere first, this made the result less awful).   I used Blender Internal and rendered with smooth shading for smoothness.  Using flat shading looks okay, except the "round" cutouts :/  Face normals are okay.  First image is smooth shading.    EDIT: User Pisurquatre suggested the EdgeSplit modifier, works perfect to me (Maybe a little tweaking here and there):
115247
This is a  as suggested by a commenter. What I'd like to do is to create a geometry with the following properties:  A cube with several spherical indentations carved out on top. 16 indentations are half-spheres. The 17th indentation has the shape of four half-cylinders that form a ring (with slightly rounded corners corresponding to the radius of the cylinders).  My plan of attack is as follows:   create and scale the cube create 16 spheres clustered around the center of the cube's top face create 4 cylinders, scale and rotate them to form the basic ring create 4 more spheres at the corners to complete the ring add 16 DIFFERENCE boolean modifiers to the cube with the 16 spheres from step 2 as targets; hide each sphere after adding the corresponding modifier add 4 DIFFERENCE boolean modifiers to the cube with the 4 cylinders from step 3 as targets; hide each cylinder after adding the corresponding modifier add 4 DIFFERENCE boolean modifiers to the cube with the 4 spheres from step 4 as targets; hide each sphere after adding the corresponding modifier   Steps 1 + 2 work as expected:    Steps 3 + 4 also work as expected:    And so does step 5:    And even step 6 for the 1st cylinder:    However when I try to subtract the 2nd cylinder the visual result is unexpected and the error message appears:      What is going on here and how can I obtain the desired geometry?   Could the problem be caused by the fact that the two cylinders I wish to subtract from the cube are themselves overlapping? (The Blender  mentions "concurrent Boolean operations for the same modified mesh, which in most cases is impossible to execute depending on the chosen target" but does not elaborate further.)  UPDATE Here's the (still expected) result when joining the 4 cylinders and last 4 spheres before subtracting the from the cube (see @Polosson's comment):
115617
I'm fairly new to Blender and I'm trying to create a mesh that smoothly transitions from cylindrical endcaps to a flattened hexagonal midbody.    I'm able to make one pair of faces easily enough by selecting verts and doing a normal z scale operation of 0.  You can see one of the faces generated this way on the right side of the mesh.  However, this doesn't work on subsequent faces since the scaling operation moves the verts that border the neighboring hexagon faces, distorting them.  I've highlighted the next face I'd like to flatten.  How can I do this while keeping the verts on the far right and left side of the face stationary?  I've seen people using vertex hiding to hold geometry in place but I can't do that since I need to have all of the verts in the face selected when I do the scale transform.  Alternately, it there a better way to do this than distorting a cylinder mesh primitive?
104340
Okay so I think everyone knows how to draw a sphere in Tikz  \tikz{ \fill [black] (-1,-1) rectangle (1,1); \shade [ball color=white] (0,0) circle [radius=1cm]; }   But how can I add to it this effect that can be found in Penrose's drawings? (those dots around)    And in general how can one create that effect in Tikz for any shape? (Here are a couple of other images for your viewing pleasure)
48117
Ok so I have road and I would like to curve it smoothly without using arrays. I have it subdivided. Any ideas of how should I do it? Check the image below of my road and below that image you will see copy from internet of how I want it to look like:    Internet copy:    P.S. I forgot to say that I would like to do something so the road wouldn't have a lot of subdivision. What I mean is that I want it to be 1 solid road without any pieces that it is made up with. Because each time I upload it to software one of the faces goes invisible.
52736
I'm trying to create something like this.    This is what I've gotten so far. It's not what I want it to be.    How can I create the shape like in picture 1?
35323
I have a basic sphere and with freehand addon i have created and arc and bevel that with the circle. To the arc its been bevel like a tube shape.   Tube shape   Adding shrinkwrap modifier the tube shape became flat  Tube flat   Whats wrong why the tube gone flat after adding shrinkwrap modifier. Any suggestion or help thanks.
27036
I'm somewhat new to blender (I've been using it for a few months but am still not fully comfortable with it). I'm trying to take a cylinder and duplicate it around an origin in a circular shape. I'm trying to get it to look something like this:    I looked up some tutorials on this, and they said to put an empty at the center of the rotation, and add an array modifier to the cylinder with "Object Offset" set to the empty. I did that, and instead of rotating around, the cylinders are getting scaled (it looks exponential). I'm not sure why this is happening. It's happened before but I wrote it off as some bad modifiers I applied earlier. But this is simply a cylinder and an empty. A screenshot of my setup and results is below:     It's kind of hard to see, but the empty is at the origin of the grid, inside the second smallest cylinder. The really small, thin cylinder is the one to which the modifier has been applied. Thanks!
88444
I couldn't find this anywhere, which is really strange, but I'm trying to wrap a curve, imported from a .svg made with a vector image program around a sphere to create the Earth.  Basically, this is what it currently looks like:    I'd like to wrap the curve of the outlines for the land around the sphere in the middle of the scene.  I don't mind converting the curve to mesh at some point in the process, but it will be beveled or extruded first.  I tried Lattice (which didn't work because I couldn't get a result that matched the sphere's shape), I tried Curve modifier with a circle curve but that only made the map cylinder-shaped, I tried Simple Deform, Shrinkwrap and Warp but couldn't get these to make what I wanted either.  When using Shift+W here's what happens:
15670
I want to make this sphere follow a path, but everything I try creates a giant distance from the actual path. I guess what I'm asking is how do I get the blue line extending from the path to the sphere to be basically 0 at all times?
13156
I was modeling a chess set. Bishop was my biggest problem. The slice looks ok without a subsurf. Add a subsurf of 2 and ugliness happens.  I went to just practicing on a cylinder. looks ok, but I'm still get creases/folds. I get the slice by beveling a flat cube and booleaning.    So far this is the best I can get.  Thanks for any help or suggestions. Just another noob wading neck deep in blender water.  Not sure if my solution is a perfect as I would like, but here is what I ended up with.  I removed the edges inside the slice and allowed the Subsurf to create the curve. That eliminated the mega ngons that was being created.
20362
I want to create a simple road. To do this I first want to apply an 'Array Modifier' which fits the curve. So in the Array modifier I changed the 'Fit Type' from 'Fixed Count' to 'Fit Curve'. But now the Path is much shorter than the road it self.  And If I extrude the curve the road goes even longer and longer. Is there a way the road is as long as the path?
3725
My problem is simple. I think that the strange deformations on the top are there because there are so many vertices in one face. How do I fix this while maintaining nice topology?  Although I triangulated the top polygon, the problem still persists.