People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
>>1030346changing the position of a vertex while keeping it's edges a constant length. somehow i still cant figure it outt. blendlet
>>1030346The hair, anything related to hair is hard. Doesn’t matter if you are looking into anime or cartoon style, hair will be difficult.
>>1030346Can foliage be really hard or is it just me?
>>1030346At least post a 3d pic motherfucker
>>10303463D is actually piss easy, which is why you won't give up once you actually get started
>>1030346I never understood what Mark Seams meant so I just UV smart unwrap or project from view all my textures.
>>1030372If UV unwrapping wasn't such a pain I would be calling you a nigger right now
>>1030350i think it's hard
>>1030372but you figured it out now, right? ...right???
>>1030347If you want to move vert A in space while keeping it the same distance away from vert B (let's say AB form an edge)>snap 3d cursor to vert B>change rotation origin to be based on the 3d cursor>rotate vert A
>>1030346No, 3D is really easy. I tried getting into 2D but it's impossible, you need genuine talent to draw, 3D is basically just knowing how to use a software.
>>1030439What if it's connected to two or more other verts?
>>1030459the more verts, the less options you actually have to move.If it's 2 points, then you basically put the 3d cursor between the two point you don't want to move and rotate the target vert along the normal from the two points.If there are even more edges then the movement would be so restricted that you basically end up flipping the target vert by scaling it along the normal created by the other verts with the 3d cursor in the middle of it
>>1030346>People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?Trying to fix regions of faces where the faces had started to develop a visible diagonal crease and no amount of smoothing or relaxing would fix it. I eventually found out the correct way is creating and applying a Weighted Normal modifier but it was really fucking aggravating trying everything under the sun until that came up.
>>1030346Just startingAnd then UV unwrapping