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
93170
I have two models - we'll say a sphere and hollow cylinder - that I'm working with.  Effectively, I want to 'subtract' the hollow-cylinder shape from the sphere.  I know from certain orientations (the top of the sphere) this is fairly easily done, just a matter of deleting and creating new faces.  However, from other orientations the edges/geometry doesn't line up so easily.  Is there an automatic (or at least, not terribly difficult/manual) way to 'subtract' one mesh from another?
7515
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
86087
I may be going about this the wrong way.   I want to create a Mobius ring. I managed to do it by twisting (rotating using proportional editing) then using a curve modifier. But the faces were full of creases no matter how I smoothed them.   I then tried to extrude a plane converted to a curve which was getting there. But I cannot see a way to join two edges of the Mobius ring with a surface. I would appreciate any pointers.  Stephen
35895
I have 2 vertices I would like to extrude, but the previous vertices were not straight vertical or horizontal. I am not sure which angle I extruded them in. Is there anyway to extrude these 2 in the same direction as the previous vertices?
115351
I have a cubic object and a bigger plane that 'cuts' it. My objective is to create a face on the cube where the plane is cutting it without removing anything from the cube mesh, so I can't use the boolean operators. Until now, I used the Knife tool, but its accuracy leaves a lot to be desired.  I tried to use both 'Mesh > Faces > Intersect' options from the bottom dropdown menu, but neither is satisfying, Intersect Knife plainly not working and Intersect Boolean removing my entire cube.  Is there a simple solution on Blender 2.77a that involves no Python scripts and no extensions whatsoever? Thanks in advance.
93488
I have several objects that intersect each other:   I would like to draw lines on the silhouette and key details with Freestyle, however Blender does detect intersections between objects and gives a very strange result:   What I'm trying to make is something like this:   Note: This is just an example, what I'm trying to do has about 10 highly detailed objects which intersect each other, so manually combining them is not possible.  Is it possible to make Freestyle detect edges at face intersections? If not, is there a simple way of combining the objects to create a single object with the outer faces of all the objects?
107039
I currently have a mesh of a building (it has a texture). Initially it was a solid; however, I sliced off the top to remove noise in MeshLab. Now I have a mesh that's really only an outline. Any ideas how to fill it? I tried ALTF, but that didn't go very well.  An alternative hack would be to have a plane of the same shape, filled with a colour, and put inside (not sure how to do this either).   Thanks! Below is a screenshot of the mesh to show you what I mean.
35101
I'm using these settings for most vertices:  \GraphInit[vstyle=Classic] \tikzset{VertexStyle/.append style = {minimum size = 5pt, inner sep = 0pt}}   But I'd like to have one or two vertices of my graph be hollow with a thick outer edge. I'm very confused about what options can be used in \Vertex, which ones can go in \SetUpVertex, for which I have to use \tikzset, etc. What's the best option here?
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?
106116
Is there anyway to cleanup vertices/edges in edit mode?  I have been deleting some faces from a mesh but it seems to create a few loose vertices/edges.  Update for clarity:   So I have a mesh like this:    And I delete some parts of it and end up with some edges/vertices that do not have any faces:    Can I automatically select and/or remove those?
53027
I know I can use Ctrl+L to select vertices connected to a given one than P to separate selected vertices and move them in another object (as explained  for example).  But, is there a shortcut to do this automagically when there is like one hundred sub objects that I would like to separate ?
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.
31828
I am using a mirror modifier for modelling. When viewing the mesh in edit mode, the vertices in the center are firmly stuck together and cannot be separated.     When in pose mode, I manipulate a wrist bone on my model and the mesh splits in two along the mirror axis center.    I have tried removing the subsurface modifier to see if this was the problem leaving only the armature at the top of the modifier list,i.e. as first modifier (which I am told is the bottom of the stack) and the mirror as the second.  It doesn't separate in edit mode and I've also tried increasing the merge limit to 0.1 and there's no change. Manipulating bones separates the mesh.
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.
106792
So I made this shape using guides, shapes, and connecting all the lines with the Penn tool. This is what it looks like   Now because I used the pen tool not all the lines are connected, ex:   Because of this some of the corners are messed up, here is what they should look like   But some of them look like this because the lines are not one shape   I can't seem to get the "join" function to work when I select two of the points. Is there a good way to join the points together to make them one pen path or shape??
62778
I ran into a problem I have never seen before and that is when I try to sculpt on a mesh, it sculpts like this:  Instead of this: I am using dyntopo with these settings:   I feel like theres a very obvious solution to this, but I have no idea what it is.
25851
I need to extrude a circular shape from a surface that's basically just a grid of quads. What's the best practice to do this without screwing up the topology too much?  I basically want to have a circular face I can extrude, in order to have a cylinder like protuberance on the object, something like this: