All Questions
114
questions
-2
votes
0
answers
17
views
why is my sculpting not happening? [closed]
I have done all the paths that I saw in the internet to get my sculpting to work in blender and it's just not working.When I use the tool it dose nothing and also when I do something to fix it, my ...
0
votes
0
answers
16
views
Combination of geometry nodes to produce chaos terrain
Chaos terrain, in the astronomical sense, is terrain which has been chopped up by tectonic forces, forming what's best described as "a mess". From orbit, it looks like a assortment of lines ...
1
vote
1
answer
28
views
After using union join, I can't sculpt
Screenshot for clarity:
I used union join to smoothen the way the different parts were joined (neck to head, head to muzzle, etc. etc.) and these squares appeared. I was following a YT tutorial and ...
1
vote
1
answer
24
views
Problem with Sculpting Remesh
I am trying to increase the resolution of the mesh to make it smoother using the 'R' feature. Why does the mesh look blocky every time I apply it? Even when I 'Shade Smooth' I have also tried using ...
2
votes
1
answer
67
views
Need Help Modeling Chef’s Hat with Folds in Blender
I hope you’re all doing well. I’m currently working on a project where I need to model a chef’s hat with intricate folds, but I’m facing some challenges in figuring out the best approach. I have a ...
0
votes
0
answers
21
views
Wireframe weight paint?
I'm looking to increase certain weights on an object with the wireframe modifier look - and can't seem to find any tutorials online regarding this specific look. I'm sure this is a simple goal but ...
1
vote
1
answer
38
views
Organically curved wireframe
I'm looking to create a wireframe of this object to be 3D printed. I been playing around with the wireframe modifiers and attempted to curve the lines more by enhancing the creases/ applying skin ...
0
votes
0
answers
22
views
Need Help Help mask
I'm having problems with my version 4.0 in sculpting mode and in other addons too, but now I would like to know if anyone here could help me with how to solve this problem
Whenever I put the ...
1
vote
0
answers
32
views
Geo Nodes scattering is different in solid and rendered view
I am scattering moss assets on all the faces that face in z direction. I didnt get it to work until I changed from rendered view to solid view and there it is exactly how I want it to be. Not sure if ...
0
votes
0
answers
198
views
Blender 4.0 Remesh creates a blocky look with an unusual topology
I am creating a basic human within Blender version 4.0. I have never came across this situation before.
I added cubes, used a subdivision modifiers up to 3. then applied once I got the shape I wanted. ...
0
votes
0
answers
19
views
Skin indentations on body mesh
Like the title says, I'm experimenting with making cloth and wanted to ask if there's an easy way to make skin indentations on a body mesh under a tight cloth mesh that doesn't involve sculpting or if ...
0
votes
1
answer
23
views
Possible to have unique sculpts of linked mesh?
I have a character base mesh and want to make variations of it that share the same underlying topology, a common use-case for games. "Duplicate Linked" shares the underlying mesh in the way ...
0
votes
1
answer
81
views
Multiresolution subdivision gets rid of smoothing
Above is what my retopo low poly mesh looks like with the multires modifier on it.
Above is what the underlying sculpt looks like. For some reason the multires modifier gets rid of the smooth shading ...
1
vote
1
answer
23
views
How can I get rid of these points around the hips of my model when using the subdivision modifier?
I am trying to model this character but the hips keep pointing out of the model... How can I make it more uniform with the body?
.blend file here:
0
votes
1
answer
31
views
Any tips on making mesh flush where they have been joined? Model is already high poly, and re-mesh is giving me undesirable results
Bear with me while I explain away. I modeled the head, body, and the hands separately. After finishing, I joined the objects together. I'm left with these seams where the objects are joined. Usually, ...