I haven't watched through this completely yet but I can tell that there is a wealth of information in here. I'm gonna have to watch it in detail after christmas because I can already tell I'm gonna learn a lot. Thanks :)
The other thing you can try to correct a cylinder or even a sphere after you mess with the density - create a new "pristine" cylinder or sphere and use a crazy high vertex count like 256. On the object you want to fix, add the vertices that need fixing to a new vertex group, and then add a Shrinkwrap modifier to snap those vertices back to the correct position based on the pristine shape. There's even a variation of this technique that uses the Data Transfer modifier to copy the normals (Face Corner Data) to fix certain types of shading issues.
That rotation issue seems to be caused by the fact that Blender rotates based on the view transform by default. Since you had moved your view before repeating the previous action, this changes the result of the operation. Once you limited rotation to the Z axis, the issue was fixed.
Is it okl if I have slight distortions when creating holes using the method shown? In recent days, I've been trying to figure out how to properly create holes in a cylinder, and with any method, I always see minimal distortions. Is this something inevitable that can only be minimized, or am I doing something wrong?
I haven't watched through this completely yet but I can tell that there is a wealth of information in here. I'm gonna have to watch it in detail after christmas because I can already tell I'm gonna learn a lot. Thanks :)
The other thing you can try to correct a cylinder or even a sphere after you mess with the density - create a new "pristine" cylinder or sphere and use a crazy high vertex count like 256. On the object you want to fix, add the vertices that need fixing to a new vertex group, and then add a Shrinkwrap modifier to snap those vertices back to the correct position based on the pristine shape. There's even a variation of this technique that uses the Data Transfer modifier to copy the normals (Face Corner Data) to fix certain types of shading issues.
That rotation issue seems to be caused by the fact that Blender rotates based on the view transform by default. Since you had moved your view before repeating the previous action, this changes the result of the operation. Once you limited rotation to the Z axis, the issue was fixed.
Is it okl if I have slight distortions when creating holes using the method shown? In recent days, I've been trying to figure out how to properly create holes in a cylinder, and with any method, I always see minimal distortions. Is this something inevitable that can only be minimized, or am I doing something wrong?
At 21:20 what buttons are you pressing to merge those vertices?
machin3 tools smart vert. "1"
thank you