A few noob questions.


  1. How do you center the Life preserver? The thing that represents where new objects ar made.

  2. How many bump maps can you use on one object. This way large areas of depresion can have small areas on them. Ie wrinkled old mans big wrinkles on is fore head have small ones.

  3. Whats the differance between normal maps and bump maps?
    (Normal maps make low poly look high poly, but looking for a moe defined answers)

4)Is there the physics to make objects elastic? Stretch it it returns to normal.

Sorry if these have been seen a thousand and one times but enter in the word elastic and I get posts about kids wearing paint around there ankles and wearing sweats with elastic, and other non usfull stuff. Anywho, thanks for your time.


  1. Edit buttons (F9), Center New.

  2. You would probably just use one high res bump map with all the details painted in. But to answer your question, I believe it is 10 (the total possible number of textures).

  3. In Blender, nothing. Nor is for bump maping. Disp (short for displacement), however actually modifies the mesh in render time, instead of affecting normal position.

  4. Softbodies. Video tutorials: https://blenderartists.org/forum/viewtopic.php?t=42533. More can be found by searching.

Hope this helps.


  1. Shft-C

  2. 10 per material X 16 materials per object

  3. Bump maps (‘Nor’ in Blender) affect the shading to fake Normal Displacement.
    Normal Maps (Normal Maps in Blender just to confuse you) actually displace pixels along normals at render time.
    Displacement maps (‘Disp’ in Blender) displace geometry at render time.

  4. Not quite, but you can use a Curve with ‘StretchTo’, an Armature or Relative Vertex Keys (Shapes in 2.4) and animate them. Not Physics. Then there’s Soft Bodies which also doesn’t use physics but recursive calculation.


In Blender there is a difference.

Thanks all, that helps alot! :smiley: