BC1-1808 Homework, Yukino Hatake
My homework thread for the august 2018 class
Week 1 submission
Week 2 submissions
Week 3
melvin: Melvin sculpt
WEEK 4
gesture sculpting 34 minutes
gesture sculpting continue (35 minutes)
this week i learned to get even more comfortable with sculpting and learned to texture paint. also did i try the gesture and i was surprised to see how far i got in 34 minutes . i never tought i would get him that far. knowing hoe long i strugled with eevee. so i am really happy i joined this community and class . i learned a lot and i am gonna keep continueing.
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Kent Trammell (theluthier)
Thanks for starting your thread! I look forward to seeing your homework submissions.
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working onto my primitive homework :) had fun modeling him he was the perfect pokemon for a primitive :D got some extra idea to add a pokeball (if we can use boolean's ) trough can someone explain me how booleans work xD
this is of course not finished just wanted to share what i got so far :)
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yyukinoh1989
Weedle ! ! ! Haha very nice ;)
A little tip for you: think to name your objects it helps a LOT.
For example: You can rename all the primitives witch makes the head: Head- (name of the primitive)
Head-Horn
Head-Nose
Head-eyes etc....
Its a bit more simple for you to find where your pieces are, expecially if you work with tons of objects ;)
You gave me the inspiration for today i'll do a caterpie with primitives just for fun :D. -
yyukinoh1989 Hey, Weedle! Very nicely done, maybe Pokemon will be you theme for this class? So many possibilities.
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yep indeed xd i might add more Pokémons. But we will see. Indeed i should name them xd . can i also add them in a group like weedle with his parts and the pokebal etc . Also how can i do that
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galledark thanx for the tip. i stay this class in Pokémon genre :p
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yyukinoh1989 Well the best way to group them would probably be by adding all the corresponding parts to a collection. You have one by default (iirc), in which everything is placed, so for example once you've modeled everything you could select all the pieces that make up a Pokeball and then hit M to create a new collection. The cool thing is you can rename them as well.
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yyukinoh1989 Heh Weedle really is a perfect subject for primitive-only modeling. Great job so far 👍
Andthecabbagedetective is spot on with collections being the best way to organize a scene. I'll go over collections in next week's stream.
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yyukinoh1989 Adorbs!! Good job!
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yyukinoh1989 Looking good. funny little critter. :)
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I'm loving that you do all these pokémon things, so much fun stuff there to create. You're weedle looks great by the way! Indeed a perfect candidate for this exercise. Looking forward to seeing you're finished scene 😃
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Nice work! Looking forward to the end result!
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I have some problems i wanted to move the camera further (since there will be more in the scene. But now i noticed that if i zoom out my scene acts strange (part dissapear in the view)
This is the file http://g2f.nl/0i12j01
This happens just when i am modeling and zooming further out or placing the camera further.
Hope anyone can tell me what i doing wrong.-
yyukinoh1989 The camera acts a bit funny when it's so far away. If you move it closer and rotate it then the dissapearing effect doesn't occur anymore (at least not on my laptop). Your scene was pretty huge, you couldn't see your cute little weedle anymore it was so far away. You can still put a lot of stuff in it while keeping it more compact, so that would be my tip for you 😊
I put your file I changed on dropbox so you can see what I've done with it, you can download it here.
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ssmurfmier1985
Thank you . this indeed is better (i guess i did a few wrong things since at a certain moment my objects that where selected where not orange highlighted. How you fixed that ? also for example i made a collection map with the parts of the weedle. If i want to scale him is there a way to completly select him witout clicking all his bodyparts ? -
yyukinoh1989 The effect you see in the camera is called clipping. You can set the clipping for the view and for the camera. For the view you can set it in the side bar - on the right of your 3dView. Under the header 'view' you can set the start and the end clipping values.
For the camera you can also set the clipping values. When you select the camera you can set the clipping values in the camera settings in the properties bar on the right on your screen. See screenshot #2:
As you can see there's also a start clipping value. This means that if you com to close with your camera of view it will start clipping too.
I hope this helps you a bit. 😉
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yyukinoh1989 The orange selection will become visible again when you click the button to the left of the Overlays button. You must have clicked it by accident . This button turns on/off all overlays you can set in the Overlays menu. This will bring back your selection outline.
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If i want to scale him is there a way to completly select him witout clicking all his bodyparts ?
You can select all members of a collection by right clicking on the collection name and choosing "select objects'. Btw. Did you know you can have Collections in Collections? This way you can give each rock it's own collection and put those collections together in a new collection (called 'Rocks' for example).
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ccarrotnl Oh that's why it acted so funny! Learned something today :)
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thanks so much everyone i am learning so much . what is of course good :)
i didnt knew we could make collections in a collection map? i guess ill have to the this put tonight when i get home.
again thanx so much for all the help you guys are the best
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yyukinoh1989 Another thing to keep in mind is the focal length of the camera. To edit this select the camera you wish to edit and then go to the camera symbol on the right side (may need to drag the panel out to see it):
Now on the right you can see the "Focal Length" setting, and this basically determines how "zoomed in" your camera is (50 is the default). The lower the focal length, the wider the FOV and therefore making it seems zoomed out. Here it is at half the size:
And here it is 50% larger than the default:
This coupled with the tips ccarrotnl and ssmurfmier1985 gave should be very useful. For reference if I remember correctly, most real world cameras have a focal length of 50-60 but hey this is the CG world, we're not bound by those laws!
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thecabbagedetective @yukino1989 The 50-60mm focal length on a real world camera comes closest to what the human eyes sees, that's why this is a very commonly used focal length, especially for portrait photo's (sorry, hobby photographer over here 😛). But you can put all kind of lenses on a real world camera, so why not change it up in blender right? 😉 go crazy and try out what works best!
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yyukinoh1989 nice start on Week1 and you can see that can ask anything, there are tons of resources here in the class for advice
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csehz
Thank you i am happy to hear its looking good .
Indeed this community is amazing. never had any community before who where having such helpfull people and active.
For sure i never gonna regret comming here . this is the best place to be and amazing to learn.
Hope tomorrow and sunday i get enough time to finish what i was thinking about :)
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I am getting happy with the progress
But this would not be possible without all of you guys (the instructors and the community)
if anyone got suggestions to try to make things look better let me know .
Gonna try to add some more pokemons and add some collors if i can manage to understand that in time
Edit : got a question when you add a primitive you get to change the segments etc(the add panel).But once i move it that change and i dont know how to get that panel back . I am wondering if you can only change the amount of segments in the start of later on too ?-
yyukinoh1989 Yeah for some bizarre reason once you move an object you can no longer get that menu back, so you'll need to make your decisions right away.
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yyukinoh1989 The Operator panel opens when you create a new object. But also when doing certain actions, like move, rotate, etc. As soon as you perform any action on it, the Operator panel disappears, or is replaced by new options, depending on what you do. Also going to edit mode is going to make the panel disappear.
I heard that in the future they want to make it possible to change those settings, even after you edit the object, but I don't know how certain these plans are.
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thanks Aaron and Wilco. good to know. sometimes i try someting but redo it several times because i am not satisfied with the result i took with the segments etc. But for now what i have went pretty good . tommorow i try to model some more pokemons to make it more lively and nice looking.
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sometimes i try someting but redo it several times because i am not satisfied with the result
yyukinoh1989 Art in a nutshell. It's something we all go through at least once so you're not alone. I made this thread a while back so if start to feel downtrodden because of that lack of satisfaction there's quite a bit of reassurance and advice here.
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thecabbagedetective
wow seems it has quit a lot of comments gonna read them. might know what to do when i get in that situation.
I know from myself i can be quit stuborn and would sometimes end up with sleeping too less.
So this topic sure gonna be worth reading now.
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finished the image is posted in the first page too
anyone know why there is shadow under the weedle 1 stone pokebal and part of magnemite but not with rest ?if anyone see someting strange be sure to let me know.
i saw some posted a before primitive challenge and this one so i guess ill do it too.
https://www.cgcookie.com/u/yukinoh1989/projects/snowman-model
https://www.cgcookie.com/u/yukinoh1989/projects/first-3d-model
i modeled these 2 after i followed Grant Wilk tutorial about blender basic's-
yyukinoh1989 I love the composition! so many pokemon, they are very well made! You should turn up the lights a bit though so we can see them better 😊 About the shadows, I think it has to do with the position of the light(s) and how high the pokemon are floating above the ground. You can be be very proud Yukino, you've done marvelously well for your first complete scene. Awesome job 👊
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ssmurfmier1985
Thank you so much Miranda how do i turn lights up ? i indeed finded that somehow the color's arent like they where supose to be.
I really learned a lot here already so i wonder how much more i will learn in the next week :D -
yyukinoh1989 You set the energy higher:
You can also change the type of light, each one has different features. Also, did you know you can add more lights? Just like you add a new mesh, hit SHIFT + A but then go to the lights section.
Also you can turn up your world lighting a bit by picking a lighter color:
Using a HDRI is usualy the best way to light a scene, like
thecabbagedetective explained before, but this will give you some great options to try out for now. Hope this helps 😊
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yyukinoh1989 Good stuff! About the shadows, after taking a look at your .blend file it would appear that you light source is both very dim and pointing straight down (the black line that sticks out of the light source indicates the direction of that light). You're gonna want to have something like this (I had it at a strength of 25,000):
Here it is rendered:
One thing I will note is that I rendered this in Cycles whereas you presumably rendered in Eevee. I say this because Eevee's lighting doesn't seem nearly as detailed as Cycles, plus it seems that they added an entirely new functionality for Eevee's lighting like... today (or at least I didn't notice it yesterday) so now I gotta learn how that works. If I come across something useful I'll let you know. Hope this give you some insight though!
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thecabbagedetective and ssmurfmier1985
both thank you for this i gonna try to get it better .
how do i also know if i render in cycles or eevee ? i just see render xD
i do this by going at top and take render image . hope that is the way to do it ? -
yyukinoh1989 In the Render settings on the right (the camera) there's a button that says "Render Engine". This allows you to swap between Eevee, Cycles and OpenGL. OpenGL is basically just a snapshot of the viewport but due to Eevee I'm a tad confused by its existence, for animations maybe?
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thecabbagedetective
thanks indeed now i know how to change the type . one more question is there a way to smooth the pokeball voltorb and head of magnemite ? since i noticed they are a bit too blocky . i remember there was someting to smooth but i cant find it -
yyukinoh1989 Indeed there is! With the object you want to smooth out, you'll want to click on the "object" button at the top of the viewport (or bottom, if you swapped the header around):
After that you'll want to select "Shade Smooth" and boom, you're done. The only problem is that smooth shading requires more dense geometry so for most primitives it'll look rather funky but it shouldn't be too bad with the spheres.
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thecabbagedetective
Thank you this was indeed what i was looking for :D looks much better now (almost done to reupload it )
trough my lightning still isnt like yours xD
i really wonder how you did that lightning. Just swaped trough all lights but i dont see a light with a square :s
and took me a while too to find out where the strenght was (i had to push node right? )
this is the reuploaded version -
yyukinoh1989 Looks much better Yukino! 😄
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ssmurfmier1985
Thank you i am happy you guys told me how to get it better. compared to the first this one is much better :D
You both helped me so much this week and seeing others submisions like youre and the rest just made me to add someting more into it like the grass and some more rocks etc :D -
yyukinoh1989 I used the Area lamp, then you can scale it with S to make it bigger, giving it that square, and yes you're correct about the strength, it's usually there by default oddly enough.
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thecabbagedetective From what I understand, Eevee is going to act like a game engine, so if Eevee can render your materials, animations, etc. in real time, chances are it'll work in a game engine. I'm excited for it because I can then see if it'll work before I plop assets into an engine and find out it doesn't work.
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silentheart00 Ah, sounds pretty neat, if that's true it kinda makes sense why they dropped the Blender Game Engine.
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Good job! How fun! I think next time you should challenge yourself with more complex pokemon to see what you can do.
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silentheart00 Thank you
I also tryed someting difficulter (he isnt as easy as it looks at start xD)
and added a Caterpie . Now i guess ill have to leave it like that since i only have like 5 hours left to sleep . (have to work early)
everyone thanx already and good luck :D
final scene/render -
yyukinoh1989 Damn this has come a long way, not sure how long you've been at Blender but keep it up!
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Thanx i sure will . This is my third week i use blender . But it are 3 weeks i did almost noting else then learning about blender(i even dreamed once about it xD) .
I am happy what i learned so far and look forward to learn even more. But here i sure will keep learning a lot :)
i just have to make sure i upgrade next week again or i cant participate anymore. -
yyukinoh1989 That is fun, the composition is also more effective with the new the power of the new lighting
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csehz thank you a lot . I am happy you like it especially with the finale touch . i am sure things could be better but i am happy i learned already so much . My week could not end better
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yyukinoh1989 I'm loving the caterpie! You've made so much progress this week. Can't wait to see what you will be up to with the next assignment 😉
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yyukinoh1989 Great to hear that, yes surely all of us could improve our selected themes, but the time also a factor with the deadline, so the most important is the feeling that did your best and learnt in the given timeframe.
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yyukinoh1989 Nice! You're improving =]
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csehz thanks that is true and i sure am feeling happy with the resült. i spended a lot of time but it paid off.
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silentheart00 thank you
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Great work there, is good to hear it helped you learn a lot abotu the progrram, specially like how the caterpie came out and how it looks with the light there
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n647 thanx a lot glad you like it . he was harder to model then i tought since he isnt pure ball shaped like a weedle :) . but i somehow got him pretty good i think .
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hehe, nice scene. :) liking it :)
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louhikarme thank you. i am happy you like the scene
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Very nice submission! You learned a lot in these few weeks. Great job!
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ccarrotnl thank you i am glad it turned out well. i really learned a lot. trough have still a few questions.
sometimes i cannot zoom in any closer.
what is the diffrence with copy and past a object with short c and shift v . and shift d
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yyukinoh1989 Whilst I'm not sure about the *best* way to stop the lack of zoom in 2.8 ('cause I always used to fix it with local view in 2.79 but we don't have that yet), a couple of ways are to go into Orthographic mode (hit 5 on the numpad) or hit Shift+F to go into free cam and go to where you need to go.
For copy paste do you mean Ctrl+C then Ctrl+V? 'Cause the only thing I can think of is that with Ctrl+C and Ctrl+V is that it allows you to essentially move objects between .blend files, but that's about it as far as I know.
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thanks do you also have an idea what ctrl D does then in a different way ? both duplicate them
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yyukinoh1989 From what I can tell Shift+D is just a quicker way to do it, but you can only duplicate in that .blend file, whereas with Ctrl+C and Ctrl+V, it allows you to duplicate objects into different .blend files.
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yyukinoh1989 Shift+D creates a stand alone duplicate, meaning you can make separate changes to each object. Ctrl+D creates a linked duplicate, meaning any changes you make to the original mesh will be reflected in linked meshes.
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thecabbagedetective so then you can open 2 blend files and paste them from the one to the other then?. might be handy
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yyukinoh1989 Yep! That's pretty much it. One way it's useful is that you can't directly import materials from one file to another so you could instead duplicate and object with that material on it.
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silentheart00 I thought the linked one was Alt+D? did I remember wrong..?
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silentheart00 with linked you mean the object will inherit everything you change to the main object then ? Like of you make the eyes bigger all duplicated linked will also change the same way?
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ssmurfmier1985 Oh, no, you're right, it's Alt+D. Whoops. Got my keys all mixed up lol.
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yyukinoh1989 Sort of. Things done in edit mode will affect all linked objects, however manipulation done in object mode won't. Also applying a material to one applies it to all. It also saves memory so it'll render faster.
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yyukinoh1989 Sorry, it's Alt+D for Duplicate Link. Yes, so if I have a bunch of spheres and I Duplicate Link, then I decide I want to scale the original sphere in X, then all the copies will scale in X the same amount.
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thanks for explaining how the duplicate and copie"s Works. It sure is someting handy to know .
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silentheart00 Happens to the best of us, there are so many 😅
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yyukinoh1989 I'd like to elaborate a bit on the CTRL-C / CTRL-V a bit.
CTRL-C / CTRL-V is not just for copying from one file to another. It's useful all over the interface. You can hover over a button, press CTRL-C, and hover over another button and past in in with CTRL-V. For instance to copy values or colors. (of course you can also copy colors by just dragging a color from a color button to another).
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ccarrotnl cool, that sounds like a neat trick 😄
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So much happening in this scene, I love it! If you're this comfortable in object mode you're going to love it when it's time to edit mesh.
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thanks jake . hope that also goes as well as this. and of i run into issue' s or have questions i am sure you guys will be there to help out .
i am thinking what i gonna try to make but it will be someting with Pokémons again . (wanna get to stay in Pokémon theme)
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yyukinoh1989 This turned out so well! And what a thread! So many questions being answered, things being learned, progress being made. If anyone questions me, "What's so good about classes", I'll just point them to this thread.
Really nice work, Yukino. You've done a lot this week. And I'm thrilled to hear that you've learned a lot as well. That's the whole point after all!
A++ work 👏-
theluthier Thank you so much Kent.it makes me so happy to know you also like the end scene . and indeed i learned so much here . How to change primitives in certain ways, learned how the boolean Works. Learned to duplicate objects. change settings of the camera and vieuw . I even learned how to give some collor and made a better light setting to get a Nice render result . Not to forget that i also know now there are different kind of renders. Thanx to everyone here i could learn so much ,what really is amazing.
And with seeing everyone's won submission i even managed to make an even better scene then i had at the start. Seeing so many amazing submisions just gives me a big motivation boost to even go further then what i had or planned.
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hello guys .
I am trying to model in edit mode (moving goes pretty much ok)
but i wonder with the snapping tool is it possible to say for example with 2 boxes . snap to each other but do not overlap ?
Each time i use it it overlap each other . Hope some can help with this-
ggolden-kitty
Thank you so much . Is there also a way if you have 2 seperate cubes to bring them together so that when you edit you can edit both at same time ? And like with the one modifier i saw from yesterday (forgot the name and cannot yet rewatch) the verticies is it possible to clip them together at a certain point ? -
yyukinoh1989 Do you mean mirror modifier? Mirror your cube and edit both at same time. When you are done after you apply modifier you can L one cube to select it, and then P it to seperate it and make it its own mesh.
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ggolden-kitty
thanx that was indeed what i was looking for (trying to make some kind of fence for around a house but somehow rounded off )
this sure will help. trough how do i duplicate them later and let them join together -
yyukinoh1989 or you can alt d ur cube creating a Linked Duplicate and all edits you do will go to both.
Read more here https://docs.blender.org/manual/en/dev/editors/3dview/object/editing/duplication.html
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ggolden-kitty
Thanx alt D was indeed what i was looking for (tryed shift and ctrl)
Trough mirror modifier isnt working ? is that possible ? this is what it is now -
yyukinoh1989 you could just shift D or alt D and snap them together when you are done. Really just depends what you want to do: D
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yyukinoh1989 You might need to change the axes to see it, try the Y axes. Also if your object is in the middle then you probably wont't see it, try moving your object to the right.
So.. no Pokémon this time?
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ssmurfmier1985
still not working tryed Y axis and changed the direction of the object by moving it in several directions but nothing happens :s
Well actually there will be pokemon too but i first try to model a house (big house) . and then add a onix and maybe some more pokemon if i have time left -
yyukinoh1989 yes
try opening the blender file in 2.79 if it is too crazy..then export your objects as objects and import them into blender 2.79..Under file -import- wavefront (obj)...
Make sure you have the addon installed for- import export wavefront (obj) -
Install addon
--File
- User Preferences (clt~alt~u)
-addon tab
-then in search bar type in wavefront
-check the box for it
- at bottom of window push save user settings.
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yyukinoh1989 Mirror was working fine for me in 2.8.. maybe try downloading the latest version? Or go back to an older build?
You did organize your collections pretty good by the way, love how you use some Belgium words to describe them 😉
Maybe provide you blend file if you can't figure it out and if it also doesn't work in 2.79? Then we can take a look
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yyukinoh1989 Oh I see you got an empty selected in the mirror, have you tried moving that? Why an empty if I may ask? You just want to mirror what you model right if I understood you correctly, so usually an empty isn't necessary for that..
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ggolden-kitty and ssmurfmier1985
both thanx already for the reply . about the empty i think i somehow got that in there xD
It seems it somehow works but then again not completly . when i take Z it does work in that axis .
maybe its best to upload the file maybe so that you could take a look ?
The 2 empty's are image's . its to help modeling me a bit faster.
And that is true youre also from belgium right :D Sometimes i dont know the english word and i am like o damn forget about it, here comes NL :D
Here is the link to the file
week 2 challenge file -
yyukinoh1989 Well dang a lot has happened in this thread since I last popped in. As a side note another way of joining 2 or more objects together (albeit a more destructive method) is by selecting them both/all in object mode and hitting Ctrl+J. Though there's not many times you'd want to use this over the other methods, admittedly.
But just to make sure there's no confusion I want to try this method to see if it works. First get your object (I'm assuming a pillar) and apply the mirror modifier. After that - and with the object selected - hit Alt+A and select "Rotation".
Then you'll want to choose which axis it mirrors on. By default it mirrors on the X axis but I'm going to choose the Y just to change it up. You can change the axis on the modifier panel:
With that done, go into edit mode with the affected object and move it in the direction of the mirror modifier. In this case I'll want to move it on the Y axis so I'll first hit G to move and then Y to lock that movement to the Y axis, though if you were to move it along the X or Z you'd use X or Z respectively.
One thing I will say is that modifiers are currently broken in 2,8 and don't display in edit mode, so even if you do everything right it won't appear until you go back into object mode so be sure to do that to make sure you did it right!
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yyukinoh1989 I'm Dutch, but we do speak the same language of course 😉 I will start up my laptop and take a look (I'm on my phone now)
EDIT: you uploaded a sort of backup file, that I can't open.. so you have the upload the original. BUT, first try what Aaron suggested see if it works 😊
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yyukinoh1989 Mirror is now indeed working in 2.8 but it wasn't when I first opened it.. maybe just needs time to think lolz
It is working ok but stutters a bit ..make sure you move your column in edit mode off the center line or line of axis you are trying to model on I guess... I am not a very good teacher sry :(
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thecabbagedetective Thanx indeed i found it now. But damn its not easy xD having to toggle all the time between the object and edit mode . but i guess i can try this out . I tryed to open it in 2.79but that makes it crash so ill see if i change the objects maybe over to 2.79 or stick with 2.8
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yyukinoh1989 Yeah that's one of the reasons I decided to stick with 2.79, 'cause pretty much 10 times outta 10 whatever your making is gonna have modifiers attached to it which makes swapping between the two different modes a pain in the backside.
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thecabbagedetective
Does 2.79 also have collection maps where we can order them? -
ggolden-kitty
Hey dont worry you did helped too good . i think 2.8 indeed is still bugged in several ways but hope to see it fixed soon -
yyukinoh1989 Sadly no.. that's a new feature they added in 2.8. They do have some sort of layer system but I haven't used it much. They are the square boxes at the bottom of the viewport.
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ssmurfmier1985
Thanx to let me know . i guess its better if i stay trying in 2.8 then since i believe otherwise it will be getting messy in blender xD
gonna have to duplicate a lot of the fence's
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Is it possible to get this triangle shape to a perfect straigt line in x axis ?
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yyukinoh1989 Sort of, it has layers which function similarly but aren't as deep as collections.
I presume you want it to turn from a triangle to a square? Simply select all of the verts you want to edit (as you have done), hit S to scale, then hit X the lock it to that axis, and then hit 0.
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thecabbagedetective
wow thanx a lot that is indeed what i needed.
i also looked up some more modeling technicks and wonder about bevel . can you also increase it like the amount with loop cut ? -
yyukinoh1989 Yep! Just use your mouse scroll wheel.
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Just wanted to drop in and say good progress (and also keep my place)!
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Question when i take grid fill . i get a message select 2 edge loops ? with the first type of pillar it worked fine but now it wont work .
Does anyone know what the problem could be ?-
yyukinoh1989 Mind giving me your .blend file so I can have a look? Not entirely sure what you mean.
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thecabbagedetective
hey sure . i manage to extruded the verticies to fix the problem since grid fill wasnt working . but now it seems the loop cut took is somehow not working :s it works in the length(x axis) but not good on the y axis width . I tryed to add more edge loops by using loop cut but had to use knife tool so far (that is why i needed to know how to align the verticies . maybe i do someting wrong so pls let me know .
right now i would love to add more loops in the upper part of the house called "gelijksvloer".
this is the blend filealso some update on what i have (feels like this takes forever been busy studying and modeling the whole day already and yet didnt even manage to get any further)
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yyukinoh1989 Alrighty, cheers for that, I'll do my best just have a gander today and try and locate the problem.
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Thank you so much . i checked the course where they explained the loop cut tool several times but without succes. and working with knife tool is taking more time. i really hope you could figure out the problem.
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yyukinoh1989 I tried opening your .blend file and it's not allowing me. Did you send me the file that has the Blender logo on it? That's the one I need. Sorry for taking so long to respond by the way, I've been really busy today.
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yep that is the file but i also cannot open it directly. You first have to open blender 2.8 and then load the blend file.
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yyukinoh1989 This doesn't seem to be possible due to it being a Blend1 file as opposed to a .blend file, unless there's something about 2.8 I'm missing?
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thecabbagedetective I couldn't open it either, it is indeed the wrong file type..
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thecabbagedetective ssmurfmier1985 You can open .blend1 and .blend2 files with Blender. Just enable this icon in the file browser:
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theluthier Aha, cheers!
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theluthier Nice, thanks!
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theluthier
another thing i learned :D . is it possible that it is automaticly enabled with me ? somehow i still could open it without touching it(the icon) ? -
yyukinoh1989 I don't know if you can set that as the default. .blend1 and .blend2 files are meant to be automatic backup files. So they're not really designed to be accessed all the time - only when needed; often an emergency.
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theluthier
Now i see. That is why i always ends up with 2 files. founded it strange but handy since last time when i modeled the door blender crashed but when i took recover auto save i had a big part of that door back . i was happy this was not all lost :) .
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Another question i have . i used the mirror modifier and array but now i have somehow verticies too much like in 1 edge there are 2 ?
How can i fix this ?
edit : found it . i had to take remove doubles it seems . (if anyone still could help with the problem about the grid fill i would love to hear what is causing that problem)