I'm sorry but this is my first project i'm watching a tutorial and this is what it looks like in viewport shading
3413
I don't know why but now, when i go in material preview or rendered (in solid mode it works fine), my object is entirely gray, or invisible idk, because it has the same color of the background. I've been working for days on this project without having this issue, it suddenly showed up. I tried opening other old projects and suddenly they all do the same so i guess it is some blender program setting that applies for all the projects, but idk how it happened cuz i didn't change anything :/, anyone got any tips?
8285
When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?
87584
I'm trying to change the Viewport background color. But I can't seem to find the right settings.    Anyone knows where to find it?
113864
I am a complete beginner to Blender and to modeling, and am taking a tutorial for Absolute Beginners to create my first house.  No problems creating the point for the roof, but when I select the edges to try and extrude out the roof and create an overhang, the part I have extruded turns a scratchy grey color.  Later on when I try to add texture or color to the roof, the extended edges turn the same color as the face of the house, not the rest of the roof.  If anyone is able to translate my poor description and help, it would be much appreciated!  Thanks!!
46738
I unwrapped the whole mesh, but one face is always black, I tried CtrlN and ShiftCtrlN but there is no change.  in the 2d editor "View > UV Local View" isn't selected  you can get the blend here :
66241
I found there is a circle when the point light through my glass material using the circle render.  How could I solve it?
28710
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
61182
I can't figure out how to get rid of this red dotted line in the middle of the viewport.
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I have been thinking for quite a while how would i make it myself. The difficulty lies in randomness. I Could go on manually but can't help and feel that there is some better way to do it.  For example it was to be generated using some programming language then all i need to do is create mountains with varying hues and let the 3d light lit them.
57353
I just finished the doughnut tutorial series and wanted to know what I need to learn next. I was wondering whether anyone has any advice about how to make the shading and water/fire simulations/particles look more like 90s oldschool animation (like ,  or ). It would really help me. Thanks a bunch!
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I've imported an .OBJ file to my scene and it looks good in viewport, but when I try to render with F12 it's completely black.  Clearing custom split normals data (in object data panel) removes black rendering issue, but also completely destroys the shading in viewport and render.  Is there a way to somehow retain the viewport like shading in render?
57743
I am following through the exercises in BlenderBasics_4thEdition2011.pdf and have gotten to the section on texturing.  The book goes through the creation of a Lighthouse and now I am texturing it.  I want to have a closeup view of the roof of the lighthouse after partitioning it as the lesson describes on page 54.    In order to get a close up view I selected the roof and want to center the screen on the vertices of it so I pressed the Numpad . key.  When I do that the view zooms so that the roof is off the screen.    What am I am doing wrong?    I tried Ray's answer and was able to move the origin but pressing the Numpad . key still did not work.  The centering was still on the bottom of the lighthouse, as if the origin was still there.
13235
Why I can't apply mirror modifier? Here's screen
120227
This is what I get with \textbar:    This is what I want it to look like:
11449
I am following this  on making an asteroid and when it comes to rendering the scene I get an unwanted "shadow". The shadow starts to appear in frame 36 of the render (but is clearer in frame 40) and i do not know what i have done wrong. Here is the .  The effect described here is clearly visible in the right top corner, like a polygonal darkness.
60953
So I took a sphere, made it a smoke simulator, added wind and increased that to 50.00, and rendered it. For some reason it looks very pixelated. 3D Viewport:   Final Render:   Blender File:
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I have this model, and when I add the subdivision-modifier:    it seems to be okay, for me (I guess those bumps are there, because of the triangle faces instead of quads):    but when I add the smooth-shading I'm having this:    I think this is something really obvious -- but I just can't figure out the reason..  Thanks in advance,