Hi all. I’m looking to create a star shape for a project I’m doing. I tried extruding points on a circle but it looks quite messy and hard to get the symmetry right (even with XY mirror). I’ve only been using blender for about 2 weeks so am still fairly new. I’ve scoured the internet, but to no avail. The only useful things were for older versions.
Yeah I saw that in 2.4 but couldn’t see one for 2.5.
Another unrelated question, would it be possible (through the use of collisions or something) to create a corresponding screw and nut in blender, such that you could rotate the nut down the screw?
Sorry to bombard you with questions (it’s your own fault for being so helpful :p) but how do I stop a face ‘pulling’ when I join two vertices. Picture attached which should show you what I mean.
I want the two vertices to join, but not to pull the face with them.
Add 2 more vertices between the two shown in the pic, close to the two vertices. See screenshot. It looks like you are using the subsurface modifier, so you need to add extra vertices to offset the smoothing effect of the modifier. Sorry, short on time, can’t explain further. In the screenshot I added one vertex to stop the pulling effect at one end of the face…
Now, if you move the mouse to one of the vertical black lines and ctrl-r, blender will draw a purple line going around the center of the cube. This shows where blender will make a loopcut. Left clicking will confirm that you want to do this operation, and blender will make a loopcut, adding 4 more vertices. The new vertices will be orange in color, and you will be in edge slide mode. You can now slide the new vertices upwards, close to the top and left click again to confirm. Now you will have something like this:
Having another set of vertices so close to the top ones creases the effects of subsurf. Alternately you can select the top edges, ctrl-e to bring up the edges menu, select edge crease, then move your mouse away from the mesh to increase the amount of crease to sharpen the edges.
Most experienced modellers avoid the crease method and go with the edge loop method because the results are smoother and easier to control.
I would model one arm of the star, then add an array modifier with an object offset as an empty. Set the array to be the amount of spokes you want on the star and then rotate the empty around until the star is formed.