I’m newer to blender, and trying to create a 3D model of a brimmed cap sort of like a ball cap from a scan I took of the exterior using an iPhone app (ScandyPro). I’ve managed to import the .obj file and clean up the exterior (fill holes/inconsistencies in the scan etc). Problem is that it needs an “interior” to look real. Since a caps material is mostly thin fabric, I imagine there’s a way to duplicate the external scan and shrink it slightly, move it down, and to close up the “exterior shell” by connecting it to the exterior - I’m not sure how I would “bridge” the edges between the interior And exterior cleanly and efficiently though. Can anyone confirm if this is the easiest way to accomplish this and point me to the tools to bridge the two meshes together?
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So I made this structure by subdividing a plane and elevating parts to make hallways:    Then I realized that I wanted to make the walls have a certain thickness.  Is there a way to do this?  Extruding didn't really work for me.
109927
I'm trying to create a procedural mask to affect the sharp edges of my model using the Pointiness output from the Geometry node, leading to the eventual idea of using it to create customisable weathering effects, such as .  This is the base setup that I've got so far.   How is it possible to blur/feather the black edges of the mask so that they would essentially expand across the object until the whole object is rendered black?   I've had a look at both of the go-to texture blur methods suggested for cycles found  and  however these seem to rely on there being a vector input/output for the texture, which is not the case in my example.  The Procedural Cracks tutorial by CGMasters came closest to what I was trying to achieve with the 'Worn Edges' section of the , but I didn't have any success trying to convert it to my situation.  Any ideas would be massively appreciated! :)  EDIT: Not sure if it was clear enough from the description but I'm trying to steer clear of baking/UV-Unwrapping/the Works on this one... Purely procedural :)  UPDATE: I've made a couple of updates to the shader which has given me slightly better results, although it's still not quite there and the mask blur/expansion issue is still not successful.  This is what it now looks like:   The issue is now coming from the grey values of the mask 'leaking' out across the whole mesh and not stemming from the black values... if that makes sense? :P   In researching weathering effects in blender, I stumbled across , which is exactly what I want to achieve?  UPDATE 2: Still no luck achieving the desired effect in the gif, however I feel I'm slightly closer from adding another colour ramp node after the previous ones.    Does anyone have any more ideas?  UPDATE 3: Found a working solution, added an answer below if people are interested :)
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I am trying to create something like this in Blender, but I don't know how exactly.  I captured a model of a WWI bunker with photogrammetry and processed it with Agisoft Metashape but I like to add an “earth base” for a nicer presentation. I imported the OBJ file into Blender but I'm having trouble making it work (I'm kind of new to Blender). Extruding the model downwards gave bad results, so I tried duplicating the model, making it flat, selecting the edges of both the model and the base with Edge Loops and then Bridging the Edge loops but that gave really funky results (I think not all edges were correctly selected, resulting in an uneven amount of edges between top and bottom).  Could anyone propose a workflow to achieve this in Blender?
2300
I want to do in my 3D model a bulging camera block. Of course, I know this can be done using the "extrude" tool. But I can't use subdivide modifier, consequently I can't do that. And I want to do a "notches" (It's Google Translate, not me) for power button (like power button in Moto Inc. Smartphones)      So, I hope you understand me, because I'm not good in english. Please, don't throw tomatoes at me :) And remember, I don't want to steal someone's design of smartphone, I'm just learning to do something like this.   This is my .blend file:
24015
I followed  to create a soccer ball.  Now I want to texture it in a way that every pentagon has an image inside itself and the exagons are white, but I also want everything to be a little glossy. I managed to successfully UV Map the ball and paint the texture in photoshop but now I am having big problems in applying the texture material to the mesh.    I've created a new material in Blender Render mode with Diffuse and the texture applied to it. I also set the Texture mapping to UV. I've gone in edit mode, selected all the mesh and applied the material. Unfortunately in Texture View Mode I see just a white ball and while rendering I see everything's black.      If I try to do this in Cycles Render and use a Mix Shader with the FAC set to the texture image I get what I want in the Texture View Mode but while rendering I just see everything black and white of my colored images.        I hope I've been clear enough and that someone will help me in this easy/difficult task! Thank you in advance
66430
I am new to Blender. I downloaded a .obj file of a plant model. When I unzipped it I found two files (.obj and .mtl).  I imported the .obj file and I couldn't do the same with the .mtl to apply the material and the textures.
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While originally modeling a mesh, I was able to easily re-orient my view to inside of the mesh.  In the process, I made the following changes:   made the mesh completely hollow (removed some extraneous faces from the inside) added texture   Now I can't seem to navigate or zoom into the mesh like I was doing earlier.  All I can do is get ridiculously close to the outer surface.  Even in wireframe mode, I either can't do this or it seems as if everything is zoomed in much too close to do anything productive.
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I'm a new blender user, but have used other modelling programs before.   I've downloaded a  and unzipped it.   When I import the obj into blender, it is my understanding (from here: ) that the mtl should just import itself with it. However, when I import the obj, I just get a grey model with no texture. Is it actually importing the mtl but I'm not seeing it? Also for the record, I have changed no settings in blender.  Picture for reference:
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I'm having issues with an obj file I've imported into Blender. At first I thought the import was broken in some way because the import would go smoothly, but there was no model to be seen. Eventually I figured out that I could snap my view to the object by pressing . on the numpad and it was in fact there, just extremely small or large (I can't tell). I've tried scaling, but the sizes are so extreme that it doesn't seem to be working. Also due to the extreme nature of the object I can only see certain parts of it at a time depending on the angle in which im viewing it at it starts to de-render the parts not directly in front of the camera.
34194
I am pretty new to Blender but I looked at some tutorials on how to build my own structure etc. I found one  at about 2:05 minutes, where they select all inner vertices with some clicks and removes them afterwards.  Can somebody help me to redo this on my objects? I have for example two cubes and they intersect each other. My next steps are joining these two cubes, I click in edit mode on Mesh > Faces > Intersect  Then I choose Self intersect and now I am losing track of the video, where he does Link select and inverts the selection and then magically he just removes the selected parts...  Can somebody help me on this a little.  If I let the internal geometry stay, my printouts in the printer get holes and other ugly stuff...  EDIT  Since I got now an answer where some people up voted but it is still not working in my example.  I added a screenshot  Here I have two cubes moved against each other. The answer from Gwenn suggests to use Select > Internal Faces but in my case there is only Select > Interior Faces. I guess this is a typo but it is also selecting nothing. When I click on Select > Non Manyfolds there is also no selection :-(  After following some links and checking the '3D Printing Tools' add on, I found the check function there which tells me how many problems where found in before printing (visible in the screenshot). It says no Manyfolds, maybe thats the reason. But I still have the problem of empty spaces within the 3D print where the two cubes overlap.  Again, I just created two cubes and moved them against each other until they intersect.  The only possible solution by now is to use a boolean modification, Difference and select the second cube. In this case the overlapping part gets removed from one of the cubes. Not very handy but by now the only solution which works.
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Hellow everyone.  I'm exporting simple tent model into Unity. I want both outside and inside of the tent to be 'visible'. I checked double-sided on the properties panel, but in Unity tent interior is still invisible. I can't just flip normals, because then outside of tent would be invisible. I know I could use Solidify, but it doubles vertices number, which is not good for optimalisation.  Is there any other way?
24324
I'm trying to figure out how to import an engineering drawing from AutoCAD into Blender while retaining all layers and fills... is this possible? I also use Carrara and it opens files from CAD in this way... I want to switch fully to Blender but, if this feature doesn't exist, I just cannot make the leap.  Any info would be fantastic.
8155
Hey I want to connect the bottom loop with the top loop so that it forms a solid.  I have tried selecting multiple vertices and pressing F but that just creates a large face which I do not want. I have tried using grid fill bu that doesn't work either. The solution that seems to work is by selecting four vertices and pressing F and then selecting the next 4 and pressing F and on and on. That just takes too long.
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I'm trying to make a vfx scene where a mesh I created passes behind an object in real life/the video. I've tried to make a mask around the real object, but that makes all of the objects that are supposed to be in front of the real object also disappear. How would I put the mask into my 3d viewport so that anything behind it disappears/is covered by the video, but anything in front of it isn't. I've heard of id-masks, and think those may be able to help, but honestly I have no clue how to use them. (I'm sorry that is worded so poorly, I'm not sure how to go about this.)  **edit I'm rendering/compositing using cycles render. It would be hard to render the objects separately because what I'm trying to do is make a rubix cube shatter and launch the pieces everywhere using some simulations. Because only some of the pieces fall behind a chair or under a table, it would be hard to select all of those and render them separately because they are all part of the same simulation. Also they all start on top of the table then some move under.
35331
I'm a beginner in blender. Trying to texture a 3d furniture model which was downloaded from the manufacturer site. Geometry is made of stretched triangles. This causes problems of stretched texture which is visible on render.  I unwrapped the model with "smart uv project" but the geometry is still stretched Is there any solution to texture it properly or I need to remodel it to make it quads?  What if I need to use dozens of real furniture models like this?  Should I model everything from scratch in blender?  some pictures to explain:enter image description here
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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 :
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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?