.blender技巧篇扩展中文版 065 - 正确使用贴图和附加插件Properly Use Poliigon Textures And Add-On 03:17 063.blender技巧篇扩展中文版 063-使用缩裹修改器将贴纸投射到表面Using SkinWrap To Project A Sticker To A 03:53 062.blender技巧篇扩展中文版 062 - 复制链接Duplicate Linked 02:23 061.blender技巧...
Adding color to anobject in Blenderas you saw requires a couple of steps and understanding how Blender actually shades objects in order to view them in the viewport. The workflow is simple, first make sure yourshadingmode is "Material Preview" then add a new material in the "Material Propert...
065.blender技巧篇扩展中文版 065 - 正确使用贴图和附加插件Properly Use Poliigon Textures And Add-On 03:17 063.blender技巧篇扩展中文版 063-使用缩裹修改器将贴纸投射到表面Using SkinWrap To Project A Sticker To A 03:53 062.blender技巧篇扩展中文版 062 - 复制链接Duplicate Linked 02:23 061.blen...
we will walk you through the process of hollowing out an object in Blender using practical tips and techniques. Follow along, and you'll soon be able to master the art of making a blender hollow
Couldn't you just add a feature that when you paint in the 3d viewport, also be painted on the UV map? It's so hard to paint in the 2d mode, but right now, it is the only option to not get texture messed up when updating a new...
Modeling hair in Blender can be surprisingly easy. This quick, foolproof workflow will show you how to create your first hairstyle today, easily adjust it or optimize it for a game engine.
Let's explore these mesh problems in turn and learn how we can solve each one of them. What is Inverted normals and how to fix them in Blender? In blender when we have inverted normals our mesh is going to look odd. Here is an example of some faces on a cylinder with flipped or...
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Tap Add Object (Shift+A) and “Add mesh” → Cube mesh Center the cube in the middle of your reference image using Grab and One-Finger Tap+Pencil Hover gesture. Once we have the cube in place, we will set one side of it up to be a mirror so that we will have a completely symme...
Now that we know what basic animation in Blender looks like, here are a few key terms to familiarize yourself with moving forward: Armature: These are the "bones" that let you manipulate your puppet or object, deforming it predictably without worrying about the mesh losing character or integrit...