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Shrinkwrap tetris shapes without scaling or diagonal shapes


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Hello guys I want to achieve a Shrinkwrap modifier from a sphere to a tetris shape like this. This shape was achieved by merging two cubes Scale (1,2,1) and (1,1,1) I also tried getting this shape by modifying the vertices but the results of the shrinkwrap were the same



enter image description here



I kind of already did other shrinkwrap shapes that worked perfectly like these



enter image description here



These are exactly the way I want the shrinkwraps to work by adding a shrinkwrap modifier and putting the mode to nearest vertex and setting the target as the shape I wanted but all of these were made with cubes in where only the scale got changed. The mode nearest surface point needed me to scale the sphere so it fits the shape but I cant scale the sphere (the game I develop doesnt allow it) so the mode nearest vertex did the thing I exactly wanted. This is what I got when I try to shrinkwrap the tetris shape



enter image description here



the shape doesnt select all the vertices as a whole shape like the ones before so the outcome will not be good. Somehow there are even triangle shapes outside the actual shape.



So how do I achieve the shrinkwrap to perfectly wrap around my tetris shape (just realized its not even a tetris shape) without triangles and that.



I'd be grateful for any tips (I am a newbie in blender btw)










share|improve this question







New contributor




Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







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    2












    $begingroup$


    Hello guys I want to achieve a Shrinkwrap modifier from a sphere to a tetris shape like this. This shape was achieved by merging two cubes Scale (1,2,1) and (1,1,1) I also tried getting this shape by modifying the vertices but the results of the shrinkwrap were the same



    enter image description here



    I kind of already did other shrinkwrap shapes that worked perfectly like these



    enter image description here



    These are exactly the way I want the shrinkwraps to work by adding a shrinkwrap modifier and putting the mode to nearest vertex and setting the target as the shape I wanted but all of these were made with cubes in where only the scale got changed. The mode nearest surface point needed me to scale the sphere so it fits the shape but I cant scale the sphere (the game I develop doesnt allow it) so the mode nearest vertex did the thing I exactly wanted. This is what I got when I try to shrinkwrap the tetris shape



    enter image description here



    the shape doesnt select all the vertices as a whole shape like the ones before so the outcome will not be good. Somehow there are even triangle shapes outside the actual shape.



    So how do I achieve the shrinkwrap to perfectly wrap around my tetris shape (just realized its not even a tetris shape) without triangles and that.



    I'd be grateful for any tips (I am a newbie in blender btw)










    share|improve this question







    New contributor




    Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$















      2












      2








      2





      $begingroup$


      Hello guys I want to achieve a Shrinkwrap modifier from a sphere to a tetris shape like this. This shape was achieved by merging two cubes Scale (1,2,1) and (1,1,1) I also tried getting this shape by modifying the vertices but the results of the shrinkwrap were the same



      enter image description here



      I kind of already did other shrinkwrap shapes that worked perfectly like these



      enter image description here



      These are exactly the way I want the shrinkwraps to work by adding a shrinkwrap modifier and putting the mode to nearest vertex and setting the target as the shape I wanted but all of these were made with cubes in where only the scale got changed. The mode nearest surface point needed me to scale the sphere so it fits the shape but I cant scale the sphere (the game I develop doesnt allow it) so the mode nearest vertex did the thing I exactly wanted. This is what I got when I try to shrinkwrap the tetris shape



      enter image description here



      the shape doesnt select all the vertices as a whole shape like the ones before so the outcome will not be good. Somehow there are even triangle shapes outside the actual shape.



      So how do I achieve the shrinkwrap to perfectly wrap around my tetris shape (just realized its not even a tetris shape) without triangles and that.



      I'd be grateful for any tips (I am a newbie in blender btw)










      share|improve this question







      New contributor




      Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      Hello guys I want to achieve a Shrinkwrap modifier from a sphere to a tetris shape like this. This shape was achieved by merging two cubes Scale (1,2,1) and (1,1,1) I also tried getting this shape by modifying the vertices but the results of the shrinkwrap were the same



      enter image description here



      I kind of already did other shrinkwrap shapes that worked perfectly like these



      enter image description here



      These are exactly the way I want the shrinkwraps to work by adding a shrinkwrap modifier and putting the mode to nearest vertex and setting the target as the shape I wanted but all of these were made with cubes in where only the scale got changed. The mode nearest surface point needed me to scale the sphere so it fits the shape but I cant scale the sphere (the game I develop doesnt allow it) so the mode nearest vertex did the thing I exactly wanted. This is what I got when I try to shrinkwrap the tetris shape



      enter image description here



      the shape doesnt select all the vertices as a whole shape like the ones before so the outcome will not be good. Somehow there are even triangle shapes outside the actual shape.



      So how do I achieve the shrinkwrap to perfectly wrap around my tetris shape (just realized its not even a tetris shape) without triangles and that.



      I'd be grateful for any tips (I am a newbie in blender btw)







      animation mesh shrinkwrap






      share|improve this question







      New contributor




      Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      share|improve this question







      New contributor




      Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this question




      share|improve this question






      New contributor




      Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      asked 3 hours ago









      Kerim DnkelKerim Dnkel

      111




      111




      New contributor




      Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      Kerim Dnkel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






















          1 Answer
          1






          active

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          3












          $begingroup$

          Avoid Boolean whenever possible. For such simple shapes you should not be "merging" , proper topology is important especially if you are deforming shapes where constant mesh density is important.



          If you just want the morph into a sphere use the Cast modifier instead, it yields cleaner results.



          Model the shape by extruding two faces of a default cube, then add a Subsurf modifier set to Simple, followed by the Cast modifier set to Sphere. Control progression from the Factor slider.



          Morph






          share|improve this answer









          $endgroup$













          • $begingroup$
            I want to morph from sphere to the tetris shape and also without having a massive big ball
            $endgroup$
            – Kerim Dnkel
            2 hours ago






          • 1




            $begingroup$
            You can adjust radius and morphing order from the modifier
            $endgroup$
            – Duarte Farrajota Ramos
            2 hours ago












          Your Answer








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          1 Answer
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          active

          oldest

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          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          3












          $begingroup$

          Avoid Boolean whenever possible. For such simple shapes you should not be "merging" , proper topology is important especially if you are deforming shapes where constant mesh density is important.



          If you just want the morph into a sphere use the Cast modifier instead, it yields cleaner results.



          Model the shape by extruding two faces of a default cube, then add a Subsurf modifier set to Simple, followed by the Cast modifier set to Sphere. Control progression from the Factor slider.



          Morph






          share|improve this answer









          $endgroup$













          • $begingroup$
            I want to morph from sphere to the tetris shape and also without having a massive big ball
            $endgroup$
            – Kerim Dnkel
            2 hours ago






          • 1




            $begingroup$
            You can adjust radius and morphing order from the modifier
            $endgroup$
            – Duarte Farrajota Ramos
            2 hours ago
















          3












          $begingroup$

          Avoid Boolean whenever possible. For such simple shapes you should not be "merging" , proper topology is important especially if you are deforming shapes where constant mesh density is important.



          If you just want the morph into a sphere use the Cast modifier instead, it yields cleaner results.



          Model the shape by extruding two faces of a default cube, then add a Subsurf modifier set to Simple, followed by the Cast modifier set to Sphere. Control progression from the Factor slider.



          Morph






          share|improve this answer









          $endgroup$













          • $begingroup$
            I want to morph from sphere to the tetris shape and also without having a massive big ball
            $endgroup$
            – Kerim Dnkel
            2 hours ago






          • 1




            $begingroup$
            You can adjust radius and morphing order from the modifier
            $endgroup$
            – Duarte Farrajota Ramos
            2 hours ago














          3












          3








          3





          $begingroup$

          Avoid Boolean whenever possible. For such simple shapes you should not be "merging" , proper topology is important especially if you are deforming shapes where constant mesh density is important.



          If you just want the morph into a sphere use the Cast modifier instead, it yields cleaner results.



          Model the shape by extruding two faces of a default cube, then add a Subsurf modifier set to Simple, followed by the Cast modifier set to Sphere. Control progression from the Factor slider.



          Morph






          share|improve this answer









          $endgroup$



          Avoid Boolean whenever possible. For such simple shapes you should not be "merging" , proper topology is important especially if you are deforming shapes where constant mesh density is important.



          If you just want the morph into a sphere use the Cast modifier instead, it yields cleaner results.



          Model the shape by extruding two faces of a default cube, then add a Subsurf modifier set to Simple, followed by the Cast modifier set to Sphere. Control progression from the Factor slider.



          Morph







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 3 hours ago









          Duarte Farrajota RamosDuarte Farrajota Ramos

          34.9k64085




          34.9k64085












          • $begingroup$
            I want to morph from sphere to the tetris shape and also without having a massive big ball
            $endgroup$
            – Kerim Dnkel
            2 hours ago






          • 1




            $begingroup$
            You can adjust radius and morphing order from the modifier
            $endgroup$
            – Duarte Farrajota Ramos
            2 hours ago


















          • $begingroup$
            I want to morph from sphere to the tetris shape and also without having a massive big ball
            $endgroup$
            – Kerim Dnkel
            2 hours ago






          • 1




            $begingroup$
            You can adjust radius and morphing order from the modifier
            $endgroup$
            – Duarte Farrajota Ramos
            2 hours ago
















          $begingroup$
          I want to morph from sphere to the tetris shape and also without having a massive big ball
          $endgroup$
          – Kerim Dnkel
          2 hours ago




          $begingroup$
          I want to morph from sphere to the tetris shape and also without having a massive big ball
          $endgroup$
          – Kerim Dnkel
          2 hours ago




          1




          1




          $begingroup$
          You can adjust radius and morphing order from the modifier
          $endgroup$
          – Duarte Farrajota Ramos
          2 hours ago




          $begingroup$
          You can adjust radius and morphing order from the modifier
          $endgroup$
          – Duarte Farrajota Ramos
          2 hours ago










          Kerim Dnkel is a new contributor. Be nice, and check out our Code of Conduct.










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          Kerim Dnkel is a new contributor. Be nice, and check out our Code of Conduct.













          Kerim Dnkel is a new contributor. Be nice, and check out our Code of Conduct.












          Kerim Dnkel is a new contributor. Be nice, and check out our Code of Conduct.
















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