At 3:47 you can also select face of the plane - Right click - Select 'Poke Faces' - In bottom left corner select 'Poke Faces' menu and adjust the height. Correct me if I'm wrong
Very helpful, thank you! Everything in the video worked as you said, but it was done in Material Preview mode. When you try and render it the sides of the dice are see through. Do you know a fix for that?
Nevermind, figured it out lol. Had to remake the image with the numbers on it with the color of the dice as the background. Then only use that image and not use a mix shader.
I think I found the issue you are both having. Is your render set to Cycles instead of Eevee? The tutorial uses Eevee for the render. So if you are trying to render with Cycles the materials setup will be different.
He saved my project
amazing tutorial!
wow easy and straight to the point. you da man bruddah!
use mesh math function regular solid for available solids instead with v3.2/ Use temporary construction circles to check for equidistant vertexes.
At 3:47 you can also select face of the plane - Right click - Select 'Poke Faces' - In bottom left corner select 'Poke Faces' menu and adjust the height.
Correct me if I'm wrong
If you want Sharp Edged dice would you just not mess with the bevels?
Very helpful, thank you! Everything in the video worked as you said, but it was done in Material Preview mode. When you try and render it the sides of the dice are see through. Do you know a fix for that?
Nevermind, figured it out lol. Had to remake the image with the numbers on it with the color of the dice as the background. Then only use that image and not use a mix shader.
Try going into edit mode. Select all the faces. Go to Mesh > Normals > Recalculate Outside.
@@howtuts6591 I get the same result as Matt even when recalculating normals outside.
I think I found the issue you are both having. Is your render set to Cycles instead of Eevee? The tutorial uses Eevee for the render. So if you are trying to render with Cycles the materials setup will be different.