Creating a puzzle game cell with Proportional Editing in Blender

Add->Mesh->Plane, Subdivide 100:

NumPad 7, Face Select:

O, G, Z, Mouse Wheel:

Bevel 0.051:

Selection with offset of 13 faces:

X -> Dissolve faces:

Result:

It has the following normals:

or

8 Responses to Creating a puzzle game cell with Proportional Editing in Blender

  1. dmitriano says:

    How to Merge Faces | Blender Tutorial
    https://www.youtube.com/watch?v=o6lM-qTwliw

  2. dmitriano says:

    custom follow curve:
    Mastering Proportional Editing in Blender: Advanced Techniques with Hooks
    https://www.youtube.com/watch?v=aQgJlKhblqU

  3. dmitriano says:

    Could I export model from console in blender?
    https://stackoverflow.com/questions/61553193/could-i-export-model-from-console-in-blender

    import bpy
    import sys

    print("Blender export scene in FBX Format in file "+sys.argv[-1])

    # Doc can be found here: https://docs.blender.org/api/current/bpy.ops.export_scene.html
    bpy.ops.export_scene.fbx(filepath=sys.argv[-1])

    How can I run blender from the command line to export and import models
    https://blender.stackexchange.com/questions/16563/how-can-i-run-blender-from-the-command-line-to-export-and-import-models

    # Load a Wavefront OBJ File
    bpy.ops.import_scene.obj(filepath="", filter_glob="*.obj;*.mtl", use_ngons=True,
    use_edges=True, use_smooth_groups=True, use_split_objects=True, use_split_groups=True,
    use_groups_as_vgroups=False, use_image_search=True, split_mode='ON',
    global_clamp_size=0, axis_forward='-Z', axis_up='Y')

  4. dmitriano says:

    Load FBX material data
    https://gamedev.stackexchange.com/questions/140263/load-fbx-material-data

    FbxNode *node = scene->GetRootNode()->GetChild(0);
    FbxGeometryConverter fbx_converter(node->GetFbxManager());
    fbx_converter.Triangulate(node->GetNodeAttribute(), true);
    mesh = node->GetMesh();
    int num_vertices = mesh->GetPolygonVertexCount();
    FbxVector4 *fbx_vertices = mesh->GetControlPoints();
    int *fbx_triangle_vertices = mesh->GetPolygonVertices();
    double x, y, z;
    vector vertices;
    for (int vertex_index = 0; vertex_index < num_vertices; ++vertex_index)
    {
    int index = fbx_triangle_vertices[vertex_index];
    x = (double)fbx_vertices[index][0];
    y = (double)fbx_vertices[index][1];
    z = (double)fbx_vertices[index][2];
    vertices.push_back(vertex(vector3(x, y, z), material(color(1, 0.5, 0.5), 0, 0, 0, 0, 1, 0)));
    }

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