I am attempting to model Count Dooku's lightsaber from Star Wars. However, I can't figure out how to make that triangular grip on the middle portion of the lightsaber on my model as shown in the ref image below. The triangular black portions are especially giving me trouble as well as the bumpy texturing on the grips. I would appreciate some help in solving this problem!  Reference image   My model so far  Edit: I think I forgot to clarify. I actually have two problems. The first is actually getting the triangular shape of the grip onto my model. The second is the black texturing portion. You guys seem to have solved the texturing portion of it - thanks for that! But, I'm still having trouble with modeling the grip section. I've tried using knife project but the base corners of the triangle don't stretch out to the sides if I attempt to project from a top view!
122844
What is the easiest way to model this diamond grip pattern into a cylinder?
12148
I'm trying to model an , but it's not going so well when it comes to the magazine of the weapon.   Next to the magazine is a mesh. I want to cut holes in the mag with that mesh. But the magazine just goes invisible or connects with the mesh when trying to execute the Boolean Modifier. I have tested to invert the normals and some other stuff, but it isn't working.
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While I've seen Ahsoko Tano, in The Clone Wars, fight with two lightsabers (one in each hand), this seems to be extremely rare for Jedi.  We've seen Sith do this frequently, like Asajj Ventress, with two lightsabers.  Darth Maul used a dual lightsaber against Qui-Gon Jinn and Obi-Wan Kenobi and then there's General Grievous, who uses multiple lightsabers with his multiple limbs.  But most Jedi use just one blade, and their lightsaber hilts tend to be simple, just a straight cylinder without much adornment, while Sith sometimes use curved grips or other more exotic stylings.  Is there a reason Jedi stick with the simplest lightsaber designs and why the vast majority (at least in the movies and in The Clone Wars series) use only a single lightsaber?
64556
I would like to have my object transparent, with a color only on the edges, would someone know how to do this? I am starting with the nodes, if anyone can help with some guidelines I would really appreciate ;-)  EDIT:  I was looking for something like the hand in Kinectimals :    Thanks
76098
I'm creating a dune model in blender with cycles and the shadows are kind of messed up. the model is only created from a subdivided plane and then using noise textures. it already has 1.7 million vertices so i don't want to increase the subdivision modifier any more. Do you have any ideas how to make the shadows &quot;softer&quot; without increasing subdivision? Thanks in advance!
104776
I was curious on looking to how does an anime topology look like. I've looked into pictures and videos and I thought the best way to learn took into it is to see it for myself. So I used ninja ripper to rip a model from Fate/EXTELLA (cause it's the only game in my machine for now). Her name is Tamamo:  Why does it have triangles here? I thought we should only use Quads?
7426
so I'm modeling a katana, and I would like to give it a proper "Damascus" style to the blade, and I was wondering if it's possible to achieve this in a way that doesn't involve me opening GIMP/Photoshop.  The desired effect is this:   So far I got this material:  Ignore the red tint.  So my questions are:   How to "mask out" the black so I can control it, and apply the Principaled on top of let's say a brushed metal shader. Is there a way I can make the noise/musgrave/voronoi start in stripes and then go wavy? Maybe aWave texture and use a ramp to fade them?   Thanks for any input!
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I have this model, and when I add the subdivision-modifier:    it seems to be okay, for me (I guess those bumps are there, because of the triangle faces instead of quads):    but when I add the smooth-shading I'm having this:    I think this is something really obvious -- but I just can't figure out the reason..  Thanks in advance,
123655
I have this stick figure kind of guy doing a dance. He is clearly there in solid mode and texture mode:      But when I go into render mode or just try to render an image, it's gone:     I can't for the life of me figure out what inconsequential silly mistake I am making. I probably just need another pair of eyes to look at it.  Here is a link to the .blend file. Don't judge me, I'm trying to teach myself rigging and animation:
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I am sorry if someone already asked for this question, I wasn't able to find it anywhere..I googled lots of things and didn't satisfied my needs so I hope you can help me out :) :P. When I try to hand texture my model, some parts are being unable to be textured. I hope you understand what I mean, here is a screenshot so I can explain you.   The blue line is showing where I can't texture it as you can see it's white. I had to "Fill" to get the white color even though some places got still black as on the picture you can see black texture on the fore-end/near barrel.
9055
I'm currently working on a model of an X-wing that I'm intending for use in a game and running into a bit of trouble with the shading of the mesh. The upper nose is rounded off where the sensor cone attaches, but at the point it reaches the canopy frame it flattens out and meets at a corner.  Everything is fine and dandy when the sides are modeled:    but once I close it off and add the top of the nose, the shading goes to hell:    As you can see, the smoothing gets confused at the lip of the cockpit.  I've tried a couple different means of getting around this, none of which looks right while maintaining the correct shape. The transition from the rounded to flat is a fairly important part of the ship's character, so I don't want to discard the contours, either.  Any tips or suggestions on modeling this area?  Addendum:  If I eliminate that second angle where the canopy frame meets the fuselage as marked in red:    this also fixes the smoothing. However this is not a solution, as the angle is a part of the design. It DOES give me another thought on fixing, but I won't be able to test it until I get home.
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I think this question is already answered anywhere, but I couldn't find a solution with my search terms :/ .  So I got this model and I only want to smooth out the cylinder parts, but not the extruded edges.  So here is my original model, I think it's kinda clear what should be smoothed out, it is supposed to become a rifle scope.    This happens with the normal smooth button, but I already tried it with a Bevel modifier and subdivison surface aswell.    Solution: Edge Split Modifier with Smooth:
61684
Luke apparantly has four hands. There are the two he was born with, a mechanical one he was fitted with at the end of The Empire Strikes Back...    ...AND...       the one we see him fitted with in The Force Awakens, both during Rey's force flashback and at the end.  This one looks a lot like the one Anakin was fitted with in Attack of the Clones.     Whatever happened to the third hand?  I know it got a bit damaged in Retrun of the Jedi, but it certainly      looked more natural than the fourth one!  Why not replace the damaged third with another just like it?
27999
So I'm trying to weight paint but can't seem to get my teeth and beard on the character to move with his head on two different bones, I have tried to move the head then weight paint it so that it gets moved into position as I paint but that doesn't work because it just stops getting closer to the head... so if someone could help using like team viewer or something that would help me a ton.   newest image:
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I tried using the knife tool, which turned out to be a disaster since I have partially paralyzed hands.  I tried loop slide and whatever and it appeared to not do anything.  I tried subdivide and got something I think I can work with but there has to be an easier way.  Can anyone give me a hint or a link to a good basic tips tutorial or anything?
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I've been stuck for quite a while, it just looks wrong you can surely tell. I'm kinda new to blender, here's a picture:  Q: How can I improve the glass shader?
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So I am working on something based on a tutorial . I am trying to finish my project and render it, but it only renders the main object (image 2), which is the lightsaber. It wont render the laser or the ground. Although I can see this in the render preview (image 1) What can/do I have to do to change this?  image 1 (render preview)   image 2 (complete render)