I am experiencing a lot of issues with the topology of a specific object I am modelling. Currently I have an issue with 'non-manifold vertices on it as shown by the screen shot below:    The mesh issue I have highlighted is found by operating Select&gt;Select all by Trait&gt;non-manifold and checking only the 'vertices' option in options menu as pictured in the bottom left of my screenshot.  I would specifically like to be able to identify what the tool Select all by Trait looks for when the 'vertices' option is selected, so I can better address my topology problem  I have read a fair bit about what can cause non-manifold geometry but simply non-manifold 'vertices' doesn't really mean a whole lot to me, can anyone shed any light  Here is the blend file:   N.B: I have recalculated internal and external normals as well as 'merged by distance' multiple times which doesn't seem to do anything
35901
I am not quite sure what non-manifold geometry is. I thought non-manifold geometry was just floating vertices and hole in a mesh. From my experience this is not always the case however. What is non-manifold geometry and what are the types of it and how do I avoid it? Is there a case where it is acceptable?
52542
this is a problem I face a lot when working with branding and typography. After importing vectors/typing, extruding and bending (simple deform or curve modifiers) it always come up with those ugly polygon artifacts:    Now, I know the cause of this is that the front faces of the text do not have the right topology nor enough polys to bend.  So, is there a good workflow to get rid of this without taking a huge load of time to retopo by hand or using the remesh modifier to an absurd high poly count?  Thanks
106853
The Knife tool is stuck to the origin of the object. I hover all over the vertices and edges, and nothing. There is nothing inside of that object, no hidden vertex, it's literally the origin. I tried it on all of my objects in the file, and they all have the same problem, but when I open a new file, the Knife Tool works just fine. I can't find the answer anywhere else, so the only way to continue is to copy paste everything I have in that Blender file to a new one in order for it to work again.  System Information  Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30  I am using Blender Version 2.91
8577
Adding a loop cut to an object with a circular profile renders the object non-circular.  This is true for any object with a circular frame e.g. plain circles, UV-spheres, cylinders, cones, etc.  Top-left is the mesh of a plain circle with Subsurf modifier applied (bottom-left).  Notice how adding one additional vertex (top-right) makes the circle skewed (bottom-right). Is there a tool/transform/way to correct the circle? Knowing the solution to this should help solve the problem for all the aforementioned objects.  I tried selecting all points and applied the To Sphere transform in vain.  It didn't help. I thought putting the vertex r radius away from the circle's centre like the rest of the vertices will help, looks like it doesn't.
44852
I'd like to select vertices that are directly beneath the one I am selecting to save me the trouble from moving out of ortho view. It's mostly on simple shapes like the cube below.  Notice how the first image has two vertices selected. However, if the other side is not.    I want to be able to select vertices like so without coming out of ortho mode:    Is there a way to do this?
29744
Is there an option in blender to export (or list out) certain properties of all (selected) objects?  My case is: I have modelled a furniture using real size, metric measurements. Now I want to hand a list of sheet sizes over (x-y-z dimensions of objects in blender) to the carpenter so he would be able to cut the correct sheets for me.   I am looking for an option to do all inside blender, if that isn't possible, an option of some kind of export would be acceptable.
81013
Is there a way to show all vertices (even if they're unselected in the 3D view) in the UV editor?
119396
As you can see in object mode there are 4 vertices that have separated the front of the cartridge into multiple faces when I use boolean modifiers on cartridge.001. How can I fix this?  I imagine it has to do with good topology.  Here's the cartridge in object mode showing faces:    Here is the cartridge with the unwanted vertices:    Attached is the .blend
26827
I think I accidentally pressed something to make it like this:    See how the XYZ arrows are at the 3D cursor instead of those vertexes I've selected?  How do I fix that? Whenever I select on a vertex or something, those blue, red, green arrows would always be where I selected, now it just keeps going to the 3D cursor.
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I wanted to know whether there is a way to set the default amount of vertices of added geometry (Such as default circles and cylinders) ?  Changing the amount from 32 can get quite annoying as I am working quite a lot with subdivision modeling...
118039
I've been working happily with Blender all this week and last, performing hundreds of operations, many booleans, and getting good results in a rudimentary model for a small enclosure.     Today I've renamed the file to v2, and started to make a couple of changes.  I'm just removing some material using a simple shape to create insets and a boolean difference operation.  Suddenly, though, the 'difference' is behaving like a 'union' and vice-versa.  I thought I'd forgotten something overnight, and tried it on two other simple objects in the same design, with the same result. I then opened a new design with just two cubes and tried it there, where it works without error.  Quit, back to my own design v2, and still the behavior is swapped.     I've restarted Blender a couple of times.  Moving on to trying more renaming, rebooting tests etc.  Is this a known issue, am I missing something obvious? Is there a work-around that someone can suggest.   (I'm using ver 2.70 on Mac OS 10.8.5)
37384
How do I remove/dissolve the selected edges while keeping the geometry? Every other modeling software I've worked with can do this without any problem but Blender refuses to dissolve/remove them or adds faces if I merge them.
110071
So the first picture is right after I selected where I will cut, and the second picture is after pressing Enter/Space Bar which should apply my previous result to the world. But it is not what I asked blender for, and it tries to snap at vertices. In the tutorial video, it seems that I can cut edges without already existing vertices but it is not the case for me. How do I change this?
41840
The wireframe on the right looks correct, but in object mode on the left, you can see that the upper and lower vertices are not connected, while the "box" to the right is fine.  I tried Fill and Merge Vertices, but both do not result in a correctly looking model. In wireframe mode, it looks great, but in object mode it does not.  I have uploaded my model here:    Does anybody see what causes this weirdness?  Thank you for the help!  Here is another image: It shows that the 2nd "box" is not correct (it has greyish faces), while the 1st and 3rd are correct.
19909
I am attempting to create my first 3D character just for practice. Being one of my first 3d models I going through the learning curve needless to say. In doing so I find myself creating many extra vertices. Where we will say 10 vertices on a rounded shape are spaced out on the equator and on the other north pole end of the edges they are very close. The close end could all be one vertex. Is it possible to say merge all points to one point and delete the rest?
82207
Is there a way (addon or similiar) to bevel vertices individually. The Bevel modifier clamps all vertices the same, I would like it to clamp each vertex individually.  This is the behaviour I would like to have.    This is the current behaviour. (The position of the edge loop on the left change the bevel on the right edge.) How can I avoid that?      Trying to word it better: How do I avoid dense geometry limiting the amount of bevel on all parts of the model?  I would try other non-destructive methods except the bevel modifier as well.
36929
I've only been 3D modelling for a few days now, so this may just be a newbie mistake:  However, because this model is for use in a game I am trying to stay away from proximity loops for performance reasons. Instead, I have used edge creases to maintain the structure of the model. It has led to certain vertices not being affected by the subsurf modifier, causing undesirable lighting at high subsurf levels.  Manually moving each point in a bit seems kind of sloppy but I'm not too sure what the best way to go about this is.  If any more information is needed I'll give what I can, thanks in advance :)