I'm a Blender newbie and I'm trying to use it to make a simple model for a 3D project. I'm trying to edit a cube with a mirror modifier to make a symmetrical shape, but when I drag some vertices to a side in edit mode it creates new vertices on the other side instead of moving the symmetrical equivalent:    What am I doing wrong?
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When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?
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I always mess up my model in blender. At some point I manually add vertices on edges with subdivide and then I connect them with J, and sometimes I have to fill faces with F.   As you can see my model is a little bit messed up and this happens all the time. And I can't properly use the loop cut tool anymore. Any idea how to fix this? Update: Here is the blend.file
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Hi im new to Blender and i want to know when im in edit mode if i can copy or cut a selections of polygons faces and paste to another mesh.  Thanks in advance for any help
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I was doing fine with importing an obj I made in Marvelous Designer into Blender for rigging.  The dress would settle nicely on my SL avi.    Now when I import the object; it is perpendicular to my avi and I have spent a week trying to figure out what I did...  Is there a keystroke or setting that I need to make sure is correct so that my dress fits my avatar again?
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In Edit mode I can insert Vertices with Ctrl-Click. The new Vertex will be linked to the previously selected one by an Edge. Great.  But how do I insert the FIRST one ? I cannot enter Edit mode with an empty scene, and Ctrl-Click doesn't work in Object mode. What's the trick to have my first Vertex on scene in Edit mode ?
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When you first add a cylinder, you have the option to change the number of vertices, etc, but once you do anything else in blender, it seems you no longer can edit those parameters.   Is there a setting anywhere or an add-on that allows these parameters to be edited later on? If not, how easy would such an addon/feature be to create for anyone reading this?
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So I have subdivided a face on a cube 9 times and I want to pull a certain area of the face backwards into the cube to make eyes. However, when I select certain vertices and bring them back, they pull the faces surrounding them back as well so they are slanted. Is there a way to only bring the faces that I selected back, so new faces are created on the side?  Thanks in advance!
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To be honest, it's dizzying to navigate yourself around the vertices you are trying to edit while quickly modelling something on the side, I know you can press . to pivot around it, but is there a setting that does this for you automatically so you wouldn't have to?   Also, how can you set this convenience for the Outliner, VSE, NLA, Timeline, Dope Sheet and Graph Editor too?
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I was trying to model a desk and came across a problem, I can't seem to solve. I wanted to create a simple bevel. I used Mesh &gt; Edges &gt; Bevel on a selected edge and got this result   Why is it not symmetrical? How can I make it symmetrical?  For reference, what I actually wanted:
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I'm trying to find a simple way to create vertices where two objects intersect and delete the leftover internal planes + then join the meshes so that I have one hollow mesh to sculpt. The reason I need to know this is that on my first sculpt I just joined the meshes, but it didn't create vertices at the intersecting points so when I went to sculpt it just overlapped the meshes as you can see here in the neck.  Here is what I am working on now, it needs to be 1 hollow mesh
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I think my question relates to a fundamental of 3D modeling that I haven't picked up on yet. It's very simple:  Let's say I have a flat quad. A plane on the XY plane inserted into am empty blender file is a great example. Now let's say I start moving each of the 4 vertices around on in any direction, especially the Z axis.   At this point, there would still be one face, but its extremely unlikely that the face would be planar (I just learned this word). So blender does its best to make sense of what this should look like.  The problem I'm having is that it seems like my quads are always like this, but they never look the way I want. There are edges and seams that look like they are dangling in space, and what tends to happen is that my mesh looks great when viewed from most angles, but if you look at it from just the right angle, you notice the dangling edges or sometimes even some kind of impossible geometry. And so I might try to nudge the problematic vertices around, but this often seems to either make it worse, or just hide the bad geometry until you see it from a different angle.  For me, this always seems to happen whenever I'm trying to move vertices to add roundness to something that is originally square.   There is another question on here about how to actually flatten the quads. That's great, and I might use some of the techniques mentioned there. My question is:   Why does this happen? (Can someone explain this better?) What are some tips and tricks to avoid this situation? What are some tips and tricks to mitigate this situation?   EDIT Here is an illustration:  The overall mesh as viewed from a distance looks decent (for my skill level)    But if you get closer and look from a certain angle...    Super close up:    The "edge" that is pointed to by the arrow is not actually an edge, but some kind of artifact created when blender tries to show the quad. The way the vertices are positioned, it shouldn't actually be possible to see the sliver of the face that I marked in red, since this face is supposed to be around the corner from the edges. The edges should form the silhouette on the right side of my figure.     Here is the side view. Maybe it is the angled topology that skews the face in a funny way?  But I'm not looking for help with this one particular issue, but rather a better understanding of why this happens, and ideas to prevent this in future models.
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I am using ArcMap 10.0. I am trying to edit (and add) vertices in a polygon.   I start editing, (using "Edit Vertices" tool), and add many vertices in the polygon.   Then when I am done, I save the changes. But, the image gets simplified and I lose many of the additions!  Why is the editor deleting some vertices and simplifying the polygon?
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hi, why the model looks weird. no double face or normal flip?  I include the blender file
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I edited my mesh changing the number of vertices after adding shapekeys, and it get totally messed up when the shapekeys are on. Is there a way to solve this problem without remake the shapekeys all again!?
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I go into edit mode for an object, select vertex mode, select one of the squares, then pull the arrow it moves just the square like it is suppose to. If I resize it then go into edit mode it no longer does this.  When I select vertex select a square, then go to move that square everything moves now, not just the vertex. Why?   I have already reset everything back to default settings and it is still doing this. It wasn't doing this yesterday, but today it is.
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How could a one-sided material be achieved with the Cycles renderer?  I would like to create a plane that is completely transparent from one side, and a mirror from the other side.  It would be cool if Cycles/Blender simple supported backface culling like the game engine. But I guess it doesn't?  How could something like that done with nodes?
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I am currently sculpting and for some reason I can't add detail to the side of my mesh; it only works for the front and back.   If I grab my nose, its axis is locked to X and Z. It can't move on the Y axis but can be moved on the X and Z axes. I can only sculpt on the front and back of the mesh, I can't sculpt on the right or left.