I'm new in Blender, i'm doing a dome with tow windows, but i have problems solving the boolean between the dome and the window.  When i apply the subdivision surface it goes bad, i know tehere are prblems with the topolgy.  Please, any advice? Thanks!  Bad mesh
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I would like to add an edge loop around each one of these windows and are not 100% sure on the best way to do it even after watching some videos.  If someone could point me in the right direction that would be great. Thanks.
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I have been trying to achieve a true mesh displacement on meshes for quite some time, without ever getting it to work.  If I understand it correctly, this experimental feature would allow me to easily displace the vertices of a mesh - or to create new mesh vertexes where needed - to get a displaced mesh in the result, based off an image, but without using a bump map (simpler, faster?).   This all sounds very exciting in theory, but I am having a really hard time finding examples or tutorials that are both recent and whose links function. So I think there is the need for a question here which will call upon detailed and recent answers to bridge that gap.  I'll start with a simple ico sphere:    Then, , I will change the Feature Set to the Experimental one:    I then add a pink granite image to the mesh:    Mark Seams, Unwrap, add image in the UV Editor:      and finally, in the Object Data panel, change the Displacement method from Bump to True as explained :    no result yet:    if I click "Use Subdivision" this is what I get (so I won't click it right now):    Looking into the Node Editor, nothing seems to have changed with the Displacement of the mesh:    so I tried to replicate the node setup seen in  of  (Linear isn't an option, Clip, Single and Repeat are):    ... but the result is a white ICO Sphere, similar to Image 1.  So, can the "Experimental Feature Set" be used to create actual displacement, and modify a mesh?  This is what I'm trying to obtain - but with the image of the texture actually displaying on the mesh (image from ):    .blend file:
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Hi Guys, this is my first time to make a fluid simulation. However, I got some problem. The surface looks so weird. I am trying to make an animation so I do not decide to use sculpt mode to fix it. Is it any other method to fix this problem
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What's going on here? I'm trying to apply a normal edge split with a subdivision to make it look high poly with good edges. But when I applied it on this model it did this.
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What are some good techniques to make a rounded/beveled hole in a non-flat surface? e.g. something like the :    The Boolean Modifier and the Knife project tool work well, but they create uneven topology that is difficult to bevel.    Image from the blender wiki
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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):
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I have created two bezier circles, then converted them to meshes. When I press tab to enter edit mode, the objects appear completely black.   You can see the exact tutorial I am    Why do they appear black, and not have any subdivisions? Is this a problem with blender, or is there a setting I need to change?   Edit Mode   Edit Mode + Wireframe view
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I want to make a screw head, but I can't get the cross in the screw head; the Boolean modifier doesn't work.  Link:
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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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I am beginner and sculpt a body at the moment. I guess my way wasn't very effective. I created a body with different body parts. Each body part is a separate object. I sculpt mostly and I realized I wanna connect the different object to sculpt in a better way. This should be the way anyway at the end. I have no idea how to do this. I used a subdivision surface mod and it is just.. messy. In a old video I have seen there is a kind of bridge addon? I would be happy for any recommendation or tip. I attach a picture.
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I am a beginner and I think this is a basic, I am trying to use the blender to create a basic Low Poly Illustrations mountains. So according to tutorials  but all I could do with the tutorial's help is this   Need help. What should i change to make it the one in the tutorials. thanks in advance.
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After learning that booleans were apparently "bad" in my past question of this same problem, I decided to learn to use the knife tool instead to cut windows and doors in my ship.  Old thread:   Unfortunately, despite using the knife tool and everything looking allright in Blender, when exporting to fbx and using in ClothingToolCHECKED of the Nvidia apex cloth simulation, the cut outs were extremely deformed. This is the second time this has happened, even though I'm not using booleans!  This is very frustrating, as it took me a long time to redo the parts of my ship that had booleans in them.  Here are images of what I mean:  Blender:    fbx export:
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Hello Blender Stack Exchange,  I am trying to fill a face between 4 surfaces. Two are straight edges and two are a curved line made up of short vertices that came from a SketchUp export.  The problem: I select the vertices on the top and bottom and fill the hole. It creates a strange face that ruins the curve. I would prefer it create some sort of complex curve. I want it to be smooth.  Images attached to better explain.
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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.
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I was practicing with modeling a leaf using a image reference. Everything went fine and I finished modeling my leaf, but I wanted to make it more realistic (I'll add textures later), I saw lots of people using the Subdivision Surface modifier but it doesn't work for me.  My model:   My model when I add the Subdivision Surface modifier
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Is there any addon that will allow me to merge multiple different meshes into one solid mesh?  I've spent a great deal of time constructing a fancy window frame, but I made it out of multiple individual meshes.
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I followed a microdisplacements tutorial on Blender Guru and I was able to create a texture fine. Here is a picture.  And then I turned on Adaptive subdivision. Here is a picture of what happened.  I know that this question has been asked before but I am using blender 2.79 so it should be fixed, right? Please let me know you ideas. Thanks