I'm trying to get a model I've made into Adobe dimension. I've exported all different options, the closest to blender is exported as an obj. However, there's one part that is causing me grief. I've used a boolean in Blender and applied it to the model (so it's destructive) but it's filling in the hole in Dimension. When I look at it closer in blender, the model has two pieces which I've tried to join with no success. I'm sure this must be a easy fix for someone who knows what they are doing (unlike me). Thanks in advance.
9319
So, I'm working on a control station that has buttons. It is a one-mesh creation, that means, I don't want to create buttons and things like that separated from the main mesh, but as you can see, I have problems. I would like to make the highlighted parts to be one with the main part around them. I've tried everything, and I have this problem on multiple creations. Any idea?  Update: I've added another example of the problem. I want them to be one face, instead of two. (2nd picture)
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I purchased Fuse Character Creator and made a rigged model that I imported into Blender from Fuse. The model is a Collada File and it comes in fine, the model comes rigged and is fully poseable except that the textures aren't applied. I switch to texture view but still nothing. Here's how fuse works, you upload your model to their site, have it autorigged, and then choose the format that you want the model file in. I chose Collada. It then gives you the zip folder with the model and the textures in their own folder named "textures". I don't know what to do from here. The textures are all PNG's. When I exported to as an obj file the model came with the textures applied, but the obj doesn't come rigged. I included a picture of the textures if it helps.
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When I extruded vertices in edit mode, for some reason one of the sides of my 3-D model (the textured-looking side to the right) is creating a lot of errors. First off, it automatically sets extrusions on the x-axis. Secondly, it doesn't allow me to extrude planes into 3-D shapes. Thirdly, I can't increase the height of vertices without it creating a new face. Finally, it renders those automatic textures to create a grainy black texture in render mode. I attached an image with the solid object (top) and the rendered object (bottom). Note: I did not set any textures or alter the lighting on the model. Also, the left gray side is working perfectly fine without errors.
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I have created a model which requires some faces to be dual sided.  I intend to import this model into Unity. Reading about this, it seems that the recommendation is to duplicate the polygons and then flip the normals.  What I have done so far is simply to duplicate the all of the relevant faces using Shift+D and then flip the normals. I don't like this method though as it hampers any future alterations to the model itself.  What is the best way of doing this?
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I can't see this as an option so is there a way to select faces or islands and have them show up as selected faces on the object in 3D view.  In programs such as maya it is possible to work from either view and makes selection and mapping a little more user friendly.  I suspect it isn't possible in Blender but welcome your feed back.  Edited as flag as already answered, although the question was not asked in the other post in a way that showed in my search.  I was looking for face and island selection to show in both views. The other asked about unselected vertices this obviously did not appear in the results.
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I'm running Blender Version 2.83.0 (2.83.0 2020-06-03) on mac 10.15.5. I've been tinkering with modeling items and I can't make mesh modifier operations work for me.  I draw a path in Adobe Illustrator It looks like like the outline of seahorse. Export to SVG. Go blender. Import SVG convert to mesh extrude Boolean two cylinders  The last item want to do is break the edge with a bevel. It won't bevel. I've also tried to use the geometry tab to extrude the SVG curve and bevel it there before converting to mesh. However then it won't let me boolean the cylinders out. Any direction would be appreciated.
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I know nothing about Blender and I need to do a very simple 3D terrain with texture map.  I have a 1000 x 700 height map:   And I have a 1000 x 700 texture map:   And I want to combine them into a 3D model that I can view. I have done this before, about 8 years ago, in XNA but none of my old code will compile anymore under Visual Studio 2010.  I apologize that this is a very simple question. I'm not a CGI artist and I don't anything about Blender but I know that it can do this simple thing.  What are the steps to do this with Blender?  Thanks for posting the steps but I don't have Import -> images as planes. I just have this:   Am I in the wrong place? Thanks in advance!
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I'm using Unity 4 and trying to import a SketchUp Model into Unity and other Engines - but I can't get it to import correctly. Can anyone help me out?
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I need to convert a batch of .obj models to .fbx  I'm using Autodesk 2013 FBX Converter GUI. Is it possible to do it from the terminal? I haven't been able to find much.  Thanks!  ============== EDIT ==============  Thanks for the replies, I think I need to go into more detail.   I'm writing a blender script to do some changes to a model then automatically export that model to both .obj and .fbx   The .obj export works like a charm, but the blender fbx exporter has some problems.  1) It can't embed all the media so I need to relink textures  2) The scale/rotation is off   But, I found that if I use the fbx converter on the .obj model I exported it looks great, so I was wondering if I could automate that conversion from my addon.
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now it is last thing in my first project in blender. I made the model below in images and I thought everything is going well until I rendered it then I saw the quality is bad around the object that I built? Is there any thing that I must do in render to have better result? I will attach blender file to take a look.
43303
first time here.  Alrighty, I'm quite new to 3D model design in Blender, but I have a little problem with my book model. The mesh is fine (I think). But there are a good few points where the text mesh goes wrong for some weird reason. If you need to know which version of Blender I'm using, it's Blender 2.69.  When I apply the "subdivision surface" modifier and set the subdivision render to 2, the faces go in and deform in certain areas. As far I'm not sure what is wrong at this point. I've taken two pictures just in case you need them.       Take note that I'm still unaware of some certain tools and common knowledge in Blender, go easy on the in depth reasons and fix details. Just simplify it please :)   Blend file :
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Is there a way to take a mesh, cut it with seams or sharp edges and flatten it, so that the faces stay the same shape and size?  Making paper models is one aspect, where you could use that technique.  No, I'm afraid SZ0Return is not going to do it properly.  And misusing the UV-unwrap is only a last option.    Note, while it's an option to revert to Blender 2.49 which had a script to do this, I'd like a solution that I can use inside the current workspace.
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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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If I wanted to add a hole into an object e.g. Create a tube  Is there an easy way to do that?  I haven't seen anything regarding negative space so far in Blender, and it would be really helpful for my project  Thanks in advance!
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for some reason, my person will not show up when rendered. I have checked the material and it is fine. Not sure what i did. Hoping that someone can figure it out for me.   here's a link to the .blend file:
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Is there an addon, or an easy way to add  effects or  in Blender? I've been using Blender for a while now, and it's very time consuming to always have to export to another software to do them, and sometimes it's impossible if the scene is complex.
50296
I'm trying to import an OBJ file that has associated MTL and PNG files. There's a similar question , but the answer is not very helpful, I just see a big blob.   that I'm trying to import. Inside the textured meshes folder there's a few different versions of the object but none seem to import correctly with the texture applied.  I also don't have access to the material and object (as well as a few other) buttons. (see the picture)    Blender 2.71