I've attached an image below of artifacting that happens with 3D text when you push the 'depth' parameter to extremes.  The artifacts look as if a vertex on the letters has been pulled out really far resulting in large spikes. I want to understand why this is happening because  I would like to know how to fix this issue If I ever wanted to use this effect for stylistic purposes I want to know how to recreate it.   Thanks!
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I exported an svg 1.1 file from Adobe Illustrator CS6. I joined all the shapes by pressing Ctrl+J. I set the curve shape to 2D. Then I extruded using the right hand side panel:    So far so good. But when I try to apply even a slight bevel, all hell breaks loose:    It does get less insane if I bring the bevel down by multiple factors of 10... But then I really don't have much of a bevel.  Am I doing something wrong? Am I using the wrong kind of object? Should I be doing this with meshes? Do my curves just need cleaning up?
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TLDNR: Are the circled thingies in the picture normal with a subdivision modifier while in edit mode? (note: subdivision set display modifier in edit mode)  I've been trying to create a character that I might like to use for a game in the future. I'm pretty new to blender and these "artifacts" (unsure if that's what they are) are slowing me down.    This problem doesn't show itself when in object mode, only in edit.  I'm using the mirror modifier and the subdiv modifier.  I've applied the mirror mod before the sub mod, due to some strange separation of vertices at the origin of my character.  However, I went back and forth to check, and with the subdiv mod before the mirror mod, these odd "artifacts" don't seem to show. I can't use that arrangement thought, because of the weird tearing problem D:  Any experienced blenderers out there that think they might have the solution to my problem?  PS/Side question: Should I just go ahead and continue making the model of my character, no matter the mistakes/ngons there might be, and then just go over it afterwards with some nice retopology afterwards?
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Hi Guys, this is my first time to make a fluid simulation. However, I got some problem. The surface looks so weird. I am trying to make an animation so I do not decide to use sculpt mode to fix it. Is it any other method to fix this problem
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The LaTeX reference card states for example     \strut box w/ ht and depth of “(”, zero width   I came to see text as a two dimensional feature, but I must be missing out on something...  (following was off-topic: by the way, im trying to find documentation on how to use \vbox, \hbox,… i.e. to align a hbox within a vbox to the right)
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When I zoom out they look like faces eat each other. (also when rendering)    But when I zoom in they are normal... I don't know why?
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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.
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Do you know I can do something like this?  How to animate text over a twisted mesh, or Text flowing along an infinity loop      I get that there is a shape (cube / rectangle / cylinder being extruded, made into the shoe, but, how am I best doing a texture, and then make it loop etc.
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It's not part of the artwork and doesn't seem to be hurting anything, but I get this on a lot of client logos and I'm wondering how to get rid of it.   I think it's part of the artboard, but can't find anything to select/change/remove it.
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I saw this photo on :       Portrait of Alfred Nobel by    And I was wondering how I can make a similar effect with the halftones extruding into 3D like it is shown. I don't have access to Photoshop Extended, so was trying to create the effect in Illustrator with the 3D effect with no avail.  Anyone know how this is done?
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I am new to blender, and after I created a text object, I found it had a black material along its edge.  Here is view display and render display, which shows the problem. I don't know understand what is causing this. It looks unrealistic and bad—is there any way to beautify it?
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Is there a way to simulate imperfections of some of the older books in LaTeX? Like the missing pieces of letters, extra splotches of ink and such?  Here is an interesting artifact:   P.S.: I guess one way would be to get an old printer haha :-0
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Complete noobie to Blender here.  I was wondering if there was a way to add the bumps from a normal map into a model so I can 3D print it with all the indents and such.  I assume it's something to do with the Displacement modifier but I have absolutely no idea how to use it or any nodes or such.  If you need more info on what the normal maps look like and such I'll be happy to send them.
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Within my game I have some cubes with text which render fine. In addition to the cubes I want to display some static text, e.g. the current score. The score text has the camera as parent and a copy rotation constraint on the camera. While this concept works fine in principle, the score text is displayed very pixelated. I already increased the font size to 50 and made the text smaller by scaling it down, but it still doesn't show nicely. The score text is about 11 Blender units away from the camera. If I move the score text further away, it displays better, but then the text interferes (collides) with the cubes. What could I do to improve the quality of this text? Download . Open the SSCCE in Blender 2.70. Hover your mouse over the 3D viewport. Press P to start game engine.
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I tried crating faces but it left missing edges. In the end I was left with all the right lines but there was no vertex in the center.    Here's a follow up image in case you're wondering what I mean. Notice how there's no vertex in the center.
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Only, I wish to learn using Animation Nodes for future motion graphics. Any assistance is appreciated.  You can do your own way of wobbling the text. I am not too exact as to how do you do it or what font style you use. I am only just keen on learning nodes for wobbling text for future projects. Thanks in advance.
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If I have some text that is expanded, how can I distribute it along a path?  For example, if I'd like to have the Stack Exchange logo follow an arc    Using an Envelope Distort, well, distorts the logo:    Instead, I am looking to achieve something more like this:    Is this possible once the text has been outlined/expanded?
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Can someone help me determine why my render is coming out in such low quality? I have Cycles up to 500 Render Samples, but I have no idea why it looks like it's only using one.