I'm trying to learn blender in a perspective of making meshes that I can export to game engines. Making nice looking high polys seems to go okey for me, but I have a hard time with controlling my normals when doing my low poly mesh.  Here I have a low poly model with some bevels on it. What I want to do (because of the bevel) is to force the normals marked red to be flat. I've successfully done so using the blend4web plugin. I also want to keep a sharp edge around the faces on the inside (marked green), now there's where things get tricky for me. I have been searching around and the only way I found that works is to split the edges. Now I really don't want to do that since this is a problem that appears quite often and I want to keep my low polys as intact as I can.      I made an example in maya just to show you what I want. (This mesh is using the exact same topology and is all intact).
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I frequently come to the problem of having a mesh with parts I would like to render smooth and "hard" edges connecting them.   How can I set the mesh to show the sharp edges but render everything else smooth?  In the example I would like the sides of the individual cylinders render smooth but the intersection between bottom and top to be sharp/flat
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I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit U>Unwrap.   The rest of the mesh takes the uv wrapping, but not those faces for some reason.    It looks normal in solid mode.     Does anyone know what could be causing this?
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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 can bake high poly normal maps with a lot of success, however if I try to bake a very simple indentation on a cube with no tapering I get a flat baked normal map, please see the below image to clarify what I mean.   I dont know I am doing wrong because if I scale down the indented face slightly it will bake the normal map correctly, as seen in the image below.
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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.
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Newbie to blender here. I'm trying to take a curve or traced object and essentially make it wider all the way around. I'd also like to do the same, later but make the same object thinner all around. I'm trying to make a cookie cutter for my daughter and I want to make the object below porportionally wider, then drop a copy of it (only thinner) on top and join the objects together, this will be the "stamp" or cutting edge. Am I thinking about this correctly?      I'd like to make the copy of this object much thinner and drop it on the top.  Thanks in advance!!!  which vertex are you referring to?
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Using:  Blender V2.79 Cycles Render Engine  After creating a complex interior scene consisting of 3 different texture types, each having 3 associated maps (Diffuse, Gloss, Normal) I noticed the texture and baking options will not successfully combine to create a texture for the exported mesh once I bring it into Unity 3D. The mesh is a single object with the different textures assigned to specified faces.  I've played around with a default cube mesh for testing purposes, using the same 3 textures split among the 6 sides, but have only been able to successfully pull over the color info by baking a diffuse map to my UV and saving the image. When using the other baking options, Blender does not successfully create a map for either my Glossy textures, nor my normal map. Even using the "Combined" baking option, I am provided a flat dull diffuse image for my mesh, no gloss or normal info is saved.  My Node process for textures is displayed here  Here is the result of baking my textures as a Normal  The result of adding other textures made from Blender's baking, results in flat gloss at best.  What can I do differently in Blender, to have my assigned UV Diffuse, Normal, and Gloss maps all appear in a single object in Unity?
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As the title says, how can I make this shape without resorting to a Boolean operation?    This is obviously a very simple example, but I find myself needing to do something like this relatively often when modelling.  Despite using Blender for a couple of years, and considering myself an intermediate to possibly advanced user, I still know of no easy way to make this kind of indentation in an object.  Obviously, if you are looking to make an indentation in the middle of the surface, you can simply select a face and extrude down. As you will know, this does not work at the edge of the surface.  I can create this shape using loop cuts, deleting the faces and then using snap to edge to extrude the edges down to the same level (and then filling in the faces), but it feels cumbersome and a lot of work for what feels like it should be very simple.
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What's going on here? I'm trying to apply a normal edge split with a subdivision to make it look high poly with good edges. But when I applied it on this model it did this.
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After many hours of searching, trying and scratching my head I turn to you guys. Seems like many other have this same problem but haven't seen any solution to this yet.  I am rendering cars in blender and I do most of my post work in Photoshop. To do this I need a "correct" render of the normals and I just can't achieve this in Blender.  This is a ref image of what I am looking for and this Normal render is from 3Ds or Cinema 4D (I think).  I use this Normal to color range select parts of the car facing a certain way.
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Given a 3D model, I want to define different regions and fill each region with solid color (to distinguish)  Is there an easy way to do it?   My current solution is to first select faces under edit mode, then switch to vertex paint mode and paint use a brush. I changed some properties of the brush(large radius, reduce edge softness) but I can't make regions in solid color as I expected..  Please Help.
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I usually face this problem when I cut objects to make them printable in my 3D printer. As you may know, you need your object to have a nice base to be printed.  So I usually use bisect to cut an object to different pieces. As in this example:    and I need to rotate the top part to have a face as bottom:    I'll share my workflow in an answer, but I'm asking for a simpler solution, if there were any.
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I made a mesh with a decent topology, gave it a subdivision before UVing and UVed it after. Even still, when I subdivide it again after UVing I get some very ugly distortions on my checker textures. How to avoid this sort of issue? Frankly the mesh hardly shifts shape when I smooth, and even still the distortion is disgusting.   Edit:
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Showing the actual 3D model of a curving ramp.  Shows the UVs of that model that blender did automatically. Shows the UV image that I need.   I am going put a road texture on it., but round faces are not helping me at all. All I need is straight belt kind of UV.
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First off I'll let you know I'm a total noob at blender I've used 3ds Max up until this point, but the company I'm working for at the moment needs me to use blender so I'm trying to make the transition over.  Literally all I'm making at the moment is a simple book and cannot understand how the bevel tool isn't working similar to how the chamfer tool would in 3ds Max.  I want a nice curved edge for the spine of the book however when I press control + B and try to bevel it bevels the edge unevenly with the new bevel pushing forward.    Is there a way I can get it to bevel evenly like it does in Max?
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I want to make this:    from this:    I created the beveled edge by beveling on the cube, then beveling the inner edge, however that resulted in a weird diamond shape:    So I ended up disolving edges and fighting with the uncooperative knife tool for the next 2 minutes or so, just to get a clean bevelled edge like I wanted. How to do it faster, without the hassle?
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I am trying to model the inside of a room (brick walls, wooden floor).  I modelled it from 4 planes, put together like walls. This has problems with the edges not aligning when using displacement however. So I think it may be better to switch to a cube.  I find it difficult to uv-unwrap it however.  I want the roof to be slanted. But I can't figure out how to apply the texture correctly if I do, since it becomes warped, like this:    And I wanted a look something like this:    How would one go around UV-unwrapping for that?  Best way that doesn't warp the "gables" (ends of the house, hope it's the right word) is to unwrap those by themselves. Only disadvantage to this is that blender will not see to it that proportions are kept then, so bricks will not be same size on all sides.  Also if possible I would like to avoid seams at the corners.