The Official 3D Modeling Thread (Ask, Showcase, etc.)
Green reflection coming out of nowhere ? (my wall is gray with metallic reflection, and there's no green light)

It seems like you're using the default reflections NL2 provides, not cubemaps. The default reflections ignore scenery and, as a result, you get a green reflection from the grass texture for the terrain.
(Nearly) Finished scene in UE4 to help with learning substance painter and overall environmental art.

(click for full res)
I need help with modeling buildings for a Wicker Man-esque coaster. I can send the files if needed. More info here: https://nolimitscentral.com/forum/topic/84?page=1#c1862
Yum Yum! and Wohooo!

Is there a way to export files from Fusion 360 into a NL2-compatible format?
What options do you have for exporting the CAD model? If you can export as an STL, you can then convert it to a DAE to use in NL2.
Yes I can export as stl. Also I just tried out a DAE exporter plugin that works as well.
Once it's a DAE you can also tweak, scale, and texture the model in Sketchup if you need. I find that the models I export from Inventor end up being too large.
^ I didn't know you could import from inventor! Awesome news. How do you do it? export as a stl and convert it somewhere?
Yes. I export as an STL and then convert it to a DAE object using MeshLab which is free or using an online converter like this site.
Ok! Awesome thank you!
My first lego render for the new site. Made the model myself. :)


Here is my first attempt at a coaster seat as I am learning Fusion 360. It's pretty basic but I guess I'm learning :)
Phase 1 realease coming this fall


^^ That looks like a good start.
^ This looks like a heavily themed coaster, I like that.
Did you just called Paris R'n'RC a heavily themed coaster? Bwahahaha! ;)
Ouch, I did not recognize that, probably because I never was in Paris for now. :D
Trying to make a modern station... Still gotta figure out a roof and good textures though:



Looks good so far. I actually quite like it being open air below ground level, it's quite novel.
Depending on what type of modern aesthetic you're going for, I'd consider increasing the gap between the station walls and ceiling, to make sure it doesn't look too claustrophobic.
Hoping someone might be able to help me with something here..
Every time i try to unwrap parts of my Delorean shell to texture it, i get the issue shown in the image below, where the front wheel arch is messed up.

No idea what's causing it, and i've never had this happen when unwrapping something before. It's only when i do the sides of the model that it happens.
And i really don't feel like moving each of the vertices into place manually..
^ Blender sometimes fails to unwrap concave n-gons. Or to put it in English, triangulate the wheel arch faces (Ctrl+T) and unwrap again
^^ in edit mode, press U and then "Project from view" (your faces must be selected, exactly like in your screenshot ). It's not always a good method because the perspective can be deformed, but it can be useful on geometric objects.
Cool, thanks guys. Tried both suggestions, and they both worked equally well.
I'm usually a bit hesitant when it comes to adding faces to something that already has a fair few faces in it, but that worked.

But seriously I learned more about the interface than I ever had in any other tutorial... It's snarky AF, but it's effective...haha.