I'm a beginner at Blender. I'm trying to model a wrench, which looks like this without applying the subdivision modifier:  And like this after using the subdivision modifier:  A closer look of the end:    There are no doubles and I think I have enough tightening loops here. Really can't figure out what's wrong, any suggestions?
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I'm modeling a GoPro camera, and am using circular n-gons to make a set of nested depressions for the lens. The model without subsurf looks like this:  (n-gons in question are around the outer edge of the outer circle and in the center of the len)  When I try to apply a subsurf modifier to any degree, I get crazy distortion like this:   My only thought as to what could be causing this is that the mesh isn't all quads, so I tried using a remesh modifier, but only got high-enough quality results at around octree 9 or 10, far higher of a resolution than I want to deal with when render time comes along.  Is there any way short of manual retopo that I can stop the subsurf from freaking out over the n-gons?  Any and all help is appreciated. Thanks in advance for your time.   EDIT 1: I'm running Blender 2.8 Beta, so if all else fails I'm prepared to accept that this might just be a bug, in which case I'll start over in 2.79.  EDIT 2: So I fixed the problem through manual retopology, but I'm still interested in hearing if anybody knows a faster way to do this for future projects. Thanks!
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I looked it up and 'remove doubles' should be under Mesh in 2.8.    I can't find it.
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Im trying to add multiple holes within my mesh, so I divided it up, and then used cylinders shapes to make the holes. On the top image I used the Boolean operation. And on the bottom image, I subdivided one of the rectangles and used the looptool method with the circle. Once I add a subdivision modifier I am getting weird result with the Boolean but the operation holes, but the bottom Hole looks more acceptable once cleaned up. Is one or the other method the correct way?
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Is there a tool or an easier way to remove unneeded geometry from objects? Mostly when using a "Displace" modifier, on many places there are flat surfaces where there is extra geometry on the mesh, that you would like them to be removed. At first I thought of the "Decimate" modifier, but is there a way to do it more evenly. By preserving the edge/face flow and such. Is there some feature for something like that in Blender?   From this      To this      Or to this (if I want the geometry to be to the very limits and worrying only about the shape)
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I made a mesh with a decent topology, gave it a subdivision before UVing and UVed it after. Even still, when I subdivide it again after UVing I get some very ugly distortions on my checker textures. How to avoid this sort of issue? Frankly the mesh hardly shifts shape when I smooth, and even still the distortion is disgusting.   Edit:
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I modelled a part of a bicycle chain added an Array and a Curve Modifier   everything worked nicely until I added cogs and translated and scaled the chain parts to fit the cogs.  I tried to apply transformations, re-added the Curve Modifier but had no success, it still deforms the chain that strange:    Before I messed it up it looked like this:    How could it be fixed?
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Amateur with Blender here, using 2.8, having an issue with the Subdivision surface modifier. I have a very simple shape here and I'm trying to extrude while using the modifier, I have this one part of the mesh that sticks to the edges of the model.    I've tried everything I could think even, I've even deleted all the vertices in that area and rebuilt it from scratch and that darn thing just reappears. If I delete all the edges and then just fill in the new face, it'll just move to the next edge down. I definitely don't have any overlapping points.
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Hi I am currently starting out blender and i have created a face using vertices. I filled the face and now i want to subdivide it. However, the subdivision tool does not work on any of the faces. Can anyone explain to me how to subdivide the faces and why subdivide works on primitives such as cubes but not on the created face? Thank you
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I am currently trying to develop my modeling skills, and following a tutorial found on YouTube. The tutorial teaches how to create an anvil. At 19:10 or so into the video, a subdivision surface modifier is used to create a smooth, soft look.  However, when I do the same, mine looks very sharp and generally bad.  Any ideas why? I will include the blend file below, I appreciate your time and suggestions.    This is his when he subdivides, which is very different from mine when I do the same at the same settings. (I cannot post more pictures because I am new, but if you check the blend file I attached, you should be able to see the difference.   This is what it looks like when I subsurf without the base face.
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I tried to apply a Subdivision Surface on a part of my object. I can't keep the angles sharp, they all turn into rounded angles.  The angle before applying the Subdivision surface...   ...And after
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I'm currently modeling my game character in Blender (see below picture).  What is the difference between a subdivision surface modifier and a multiresolution modifier? I know they smooth the surface but are there specific characteristics to using each and what are those?
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I am newcomer to Blender and modeling in general. Currently, I am working on modeling a cat. I am noticing at times loops are missing from the polygons.  Here is an example:     Is there any easy way to fix/add a line for consistency and what is the best approach to avoid this when modeling in general for consistent topology?
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Ok, so basically I made a 3d model using blender, and I imported it into unity by right clicking -&gt; import asset -&gt; 3dModel.blend. It looks fine and all, but if I try to move the object, the object is far away from the thing that moves it. Here is a screenshot of what I mean:  As a result, the asset would rotate in a BIG circle. So... How do I revert this to a normal state? (Like this one)  Any help is appreciated. Thanks
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I have this model, and when I add the subdivision-modifier:    it seems to be okay, for me (I guess those bumps are there, because of the triangle faces instead of quads):    but when I add the smooth-shading I'm having this:    I think this is something really obvious -- but I just can't figure out the reason..  Thanks in advance,
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I'm stuck. Can't figure out how I can extrude a closed curve onto a NURBS curve without it looking tapered.   I notice that when it's set to "2D" there is no tapering, but I want to do it on 3d.  Thanks for help.
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I'm trying to find a way to achieve an extruded version of what the image below shows without having to manually scale every cylinder.  I tried particle systems (hair, both vertex and face modes), but I seem to be unable to reach a satisfying compromise between gaps and intersections. My cylinders, in an ideal world, should not intersect at all, and every cylinder must be touchng at least another one.  Here is my reference image:   Any ideas?  Thanks in advance :)
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I am a precision modeler, which means I like to be exact instead of "eyeballing" things when I model. I am very happy to see the option to Edge Slide with Clamping Off in v2.75a, but I don't seem to be able to snap the edge slide destination to a vertex point elsewhere on the model. Is this possible and I am just missing something?