I've been handed some off the shelf meshes to use and I'm finding a number of them have really dirty geometry which is causing an issue with rendering them in (three.js).  Screen shot of the geometry mesh can be seen here:  actual mesh can be downloaded here   The problem is when using THREE.SmoothShading the bad geometry shows up. Is there a tool that can fix a mesh so the polys are equally spaced etc?
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I have a mesh with tons of ngons, non-manfold stuff, poles, and a decent amount of tris. Should I just give up on the mesh, or can I somehow rescue it?
95731
I created a kind of procedural modeled ground (rocks desert like), with some decimate modifiers to have a really crazy topology.  The result is nice, except for some ngons faces that contains some weird normals, due to the elevation difference of several vertices:    How to avoid this? My first guess is to "flatten the face, but I can't figure out the way to do this operation.  I must specify that the face is not perpendicular to the Z axis, so a zero-Z-scaling (S Z 0) won't work here.
80652
Is there a way to make some "2D solidify" from edges to faces. (It's about creating roads from GIS data). I've tried Skin modifier, converting to curves with depth and back to mesh, but all the methods resulted in a dirty mesh with lots of intersections and bad geometry. The problem seems to be that simple and straightforward that it simply must have a simple way to solve. But I don't see it. Please, point it out.
24546
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?
25996
I have the model of house with seams on it.  When I'm trying to unwrap it (U > unwrap) It unwraps wrong.   Some polygons are bigger then others, and I don't know what to do. How do I unwrap it proportional?
8285
When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?
62293
I modeled a logo in Blender and everything is clean.     When I export an OBJ and import it into Element 3d, a few extra edges have found their way into the model.    Any ideas on why this is happening? I have a feeling it's some setting within Element 3d but it could very well be a blender to OBJ issue.
96054
I stumbled across a solidify issue, I cannot wrap my head around. I have a simple mesh, consisting of three faces.  When adding a solidify modifier, I expect to get an object with three walls, where every angle is square. However, whatever I try, tweaking the various solidify parameters, what I get is something like the following, with a skewed rim.  Did I hit a bug, or is it a limitation of the solidify modifier? Is there a workaround?
31166
I tried to manipulate a cube with the Boolean modifier. I tried to cut out an edge of the cube with a cylinder. Also, the shading result looks awful in FLAT SHADING mode, so I turned on SMOOTH SHADING.   Has anyone an idea how to achieve a better result. (I also cut out a Sphere first, this made the result less awful).   I used Blender Internal and rendered with smooth shading for smoothness.  Using flat shading looks okay, except the "round" cutouts :/  Face normals are okay.  First image is smooth shading.    EDIT: User Pisurquatre suggested the EdgeSplit modifier, works perfect to me (Maybe a little tweaking here and there):
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.
40351
I am relatively new to Blender so please excuse me if this is rather amateur!   The bottom of my torus has poor surface quality, I have scaled the vertices down for a smaller (variable) tubular radius all the way around the torus and at the bottom the surface quality is awful, with inaccurate shading. Any ideas as to what is wrong and/or how I could fix this?  Thanks, itsanate
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I frequently come to the problem of having a mesh with parts I would like to render smooth and "hard" edges connecting them.   How can I set the mesh to show the sharp edges but render everything else smooth?  In the example I would like the sides of the individual cylinders render smooth but the intersection between bottom and top to be sharp/flat
47547
I'm a beginner with blender so this is probably a very basic question.  I have this basic model below. I've ended up with a lot of unwanted geometry that I want to simplify. I wanted to start by merging the two selected faces below but no matter what I try to delete or merge it just destroys the geometry.  How can I achieve what I want to do (which is combining all of the unwanted geometry, either starting with this merge or some other way?)
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I need to change these polygons into a mesh with the same amounts of edges going the opposite way so I can end up with a mesh that I can curve edges upward and indent the heel and ball of foot area downward, sort of making it look ergonomic. Subdivide adds an diagonal edge but also vastly increases the edges where I already have enough. Suggestions?
47930
I've followed the same  I mentioned in the question I asked  and my boat hull looks pretty good.  The process is to make 3D B-Splines increase the resolution and then convert them to Mesh Elements.  Then you make a plane and cut it in half along the "Y" axis.    I followed through the process and see a couple issues that I would like one of you to address.  First, I see that the normals are not correct.  The inside of the hull is not important but the outside needs to show materials.  Also the hull is not stitched together along the keel.  I don't know how to do that on a mesh that has had the Mirror Modifier applied to it.    Anyone care to help?
31738
Ok, when I applied my subsurf modifier my mirror modifier messes up... how can I fix this?  Here is the mesh before I applied the subsurf modifier.
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I have a CAD model imported into Blender in STL format. This was a STEP file exported in STL format from FreeCAD. Without making any modifications it looks like this:    Base model has 38, 326 faces.  So far these are the steps I have been using to retopo:   Select all verts and remove doubles (face count (fc) = 34,786) Select all faces and Alt + J to convert all tris to quads (fc = 21,650) Add Decimate Planar modifier and adjust Angle Limit to get good balance between face count and "look" of the model. Usually around 10 degrees is good enough (fc = 2,755). Now the model looks like this:       So there is still alot of geometry around the holes and other finer features. Apart from making the planar angle more aggressive and manually removing verts and replacing with new faces, which is quite time consuming, are there any other tricks I can use? Ultimately this will be exported as an FBX and used in Unity.