These are all probably stupid questions that you get all the time, but I can’t find any obvious threads about this stuff.
I’ve illustrated most of my questions with screenshots. The related text is linked to the screenshot.
My first question is about changing the thickness of the wall of a tube. I figured the easiest way would be to select the inner verticesand scale them. It looked fine from the front, but when I rotated it I realized what went wrong. I know how to scale on one axis but not two of them; is there a way to do this? What I had to do was select the inner vertices and move them to the end again, which forced me to zoom all the way in to line it up perfectly, and I still don’t know if it’s really lined up perfectly.
Which leads me to my next question. Holding control does not snap movement to the grid, but moves the selection in the same increment as the visible grid size. This means, if something is off the grid, the only way to snap it back to grid (that I know of) is to use Shift-S–> selection to grid, which snaps all the vertices and messes up most shapes. Is there another way to get the object lined up with the grid again?
Next, what’s causing the weird lighting in this picture? There is only one light source, which is up above the camera and to the right… But the edge of the outer tube is lit on the side that’s opposite the light (it looks like that light is on the inside of a tube but that’s on an outside face. Here’s another shot.
In this shot, the light is right next to the camera. So why is the closer section of the shell darker than the part that’s further away?
Also, for that model, I couldn’t figure out how to make the shell a different color than the nose. I was just trying with materials because I haven’t tried textures yet (the screenshot doesn’t have the material). Can a single object have more than one material?
For that same model, I orignally tried subserfing it to make it smooth. Unfortunately, that ruined all the hard edges and rounded parts I didn’t want to be rounded. You might notice I tried adjusting the crease on the close end of the shell, but it screwed up the area immediately around it. Looking at other posts, I’ve gotten the impression there is no way to avoid this while subserfing. So I just want to confirm there is no way to only subserf part of something? It didn’t end up mattering because I realized I could smooth it just fine without subserfing it (see previous shot).
I tried smoothing the previous model after I subserfed it and it did this. It doesn’t matter for that model, but if it comes up again is there any way to avoid it?
Also, for a complex shape I used a bezier curve to trace the edges. It looks fine from the front but actually the vertices on the left and right sides don’t line up. Is there any way I can line them up? I also thought about tracing one half and mirroring it, but then I couldn’t think of a way to line the two sides up perfectly to connect them.
Two other questions: is there a way to only bevel some of the edges of an object? Also, is there a way to just slice something off of an object (for example, if I made a box, and then beveled it, and then wanted to just cut off the back end to make it flat again)?