I'm at an impasse here, I'm making the dress part of Gardevoir where the inner(green) and outer(white) faces will be visible, But i am also trying to use Cloth physics to animate the dress as well. But so far none of my own methods have yielded any satisfying results. One where creating the faces for the bottom part so each can have its own color would cause horrible clipping when put to the physics.   I really need help with this. I could just keep the single color and call it a day, but no, I really need to know how to do this for any future projects.
73919
How can you have an image as a texture (in this case on cloth) that is only applied to one side of a plane?  I would like the reverse side to be a solid color.  Please see below image where the cloth has the image texture on both sides.
111295
Hi I am new to Blender (and 3d design), I have seen that some people can do this. I mean that they can create a cube, apply the &quot;Subdivision Surface&quot; modifier to it and be able to modify the object using the vertices that are formed when applying the modifier. On the other hand, if I create a cube, and apply the modifier &quot;Subdivision Surface&quot;, it looks like this  The object still has the shape of the cube and I can only modify it by modifying the surrounding cube. I would need to know how to remove the cube and be able to modify it using the shape of the object. Thanks in advance.
64108
Apologies for this possibly too vague question, but are there some general guidelines to follow when rendering artificial 3D meshes together with an imported 2D image as the background?  In the attached Blender file (or rendered image), the cube looks so out-of-the-scene. Some reflection from the green background onto the cube should make the cube more realistic in the scene? I don't know how to put it in professional terms -- any suggestions are welcomed!
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What's happening is that I have tried to flip the normals, inside and out, but there are always faces which have to be flipped!  Normals recalculated   Inside View    If I flip them again, all faces get flipped and end up horrible and, not working at all. So how can I make all of the faces flip to the right direction?
69040
I'm trying to create a design for a retro-futuristic computer and I need the faces of a cube to look the same and see the results as I edit them, to see how the edges of the cube interact. Furthermore, if I want to one day be a professional at Blender, it will be a good skill to have. How do I do this? Thank you for any help. :)
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As I attempt to complete a "Walk cycle" with my model, the mesh at the pants line separates from the skin as the model moves or as I rotate the controls. This happens in many places on my model and it reveals the model interior. It is a one piece mesh, though, so I don't understand why this happens. Is this caused by weight painting problems? How can I fix this?
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So I have this shark model which I animated and ready to export it on fbx and transport it to Unity.  But When I put it on Unity, It looks transparent like this.    Many of the solutions online say that the problem is because of my faces, and they told me to recalculate it or something, but normals are just fine. Is there any other solution?  here's the blend file:
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I have a pre-rendered animation that I want to play on a TV model in my new scene animation, and I really don't know how.   Would I do it within Blender, or should I make the material on the TV screen green, so I can green-screen it on?
16783
Is there a way to vary the thickness and color of lines created by just edges and vertices? I realize that a face can be defined and then color and material applied, but is there any way to apply a color to the edges?
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As per tutorials: 1. Created and subdivided a plane 2. Made a vertex group of vertices along one edge. 3. Clicked cloth button in Physics tab, checked "Pinning" and assigned the vertex group.  Yet it just falls, without hanging on to the pin vertices. What did I miss?
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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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So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?
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Is there any way to make a totally white shadeless material in Blender Cycles? I need to render something as a silhouette being totally white and the background (the background isn't an image or geometry, is just non-existent) completely black. Or make the geometry totally white with not shadows or lights at all, and the background totally black.  I know that in Blender Render you can simply make a Shadeless object texture by pressing the button with the same name and reducing the reflection of the same geometry.
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I have been struggling to get a match tip to actually look like it's on fire and no matter what material shaders I try, I can't seem to achieve what everyone else does, I can in other scenes, just not this one. :(
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I tried to manipulate a cube with the Boolean modifier. I tried to cut out an edge of the cube with a cylinder. Also, the shading result looks awful in FLAT SHADING mode, so I turned on SMOOTH SHADING.   Has anyone an idea how to achieve a better result. (I also cut out a Sphere first, this made the result less awful).   I used Blender Internal and rendered with smooth shading for smoothness.  Using flat shading looks okay, except the "round" cutouts :/  Face normals are okay.  First image is smooth shading.    EDIT: User Pisurquatre suggested the EdgeSplit modifier, works perfect to me (Maybe a little tweaking here and there):
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I have created this with cycles:  But the edge between the glowing and non glowing materials is very sharp. The material was manually applied to faces in edit mode. Is there any way I can smooth the edge between them in cycles?
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I have to display several versions of the same object, with only the color changing. My first approach was to duplicate the mesh and add a different material to each.  My problem is: when I want to modify the mesh, I have to do it on each object separately. I tried to have different objects with the same mesh, but the color seems to be linked to the mesh and not to the object.  Is there a way (even programmatically) to have the same mesh in different objects with different colors?  Additionnal info:  I'm using Cycles and my material is a node material in which there is only one changing color.