So I know if you have a face selected in the 3D Viewport, its UV will pop up in the UV editor. What I want to know is, is there a way to highlight a face in the 3D viewport if you have its corresponding UV selected in the UV editor? Sometimes it's hard to tell where exactly the face of the UV is if it's small or if you have a lot of similarly shaped polygons/uv islands.
121985
I have a model in blender, and when I unwrap it, I noticed that there is a lot of stretch in one section.  How can I tell what section of the model this is from?    As you can see, there is one Huge green area that shows a many more vertex's than I was expecting to see.  Also, those boxes look huge.  Is everything the same scale?
99577
Is there a way in Blender to push faces like Sketchup does?     The best I can get is doing a regular extrude and a lot of work to clean the "mess" up...    Thank you for your time!
74260
Is there an easy way to remove overlapping faces? In the example remove doubles doesn't work  You might be able to do the following: A to select all faces. X &gt; Only Faces. F to create faces, but after deleting the faces I'm left with something like this.  If I press A to select all and then press F to create faces then there are still overlapping. Blend file
16361
How can I straighten ALL the vertical UV lines at once? Is there a hot keyshort cut? Or if I have to do them one by one .. is there at shortcut for that? Thank you!
37053
Given a 3D model, I want to define different regions and fill each region with solid color (to distinguish)  Is there an easy way to do it?   My current solution is to first select faces under edit mode, then switch to vertex paint mode and paint use a brush. I changed some properties of the brush(large radius, reduce edge softness) but I can't make regions in solid color as I expected..  Please Help.
46738
I unwrapped the whole mesh, but one face is always black, I tried CtrlN and ShiftCtrlN but there is no change.  in the 2d editor "View > UV Local View" isn't selected  you can get the blend here :
1094
I'm trying to make a test render of my model. But everytime I render it the render looks completely different from the viewport. The viewport is in render mode so it should look something like that, but this doesn't come even close.   I'm using cycles renderer. And my world note is just the standard one so nothing installed there.  There are 2 sun's in the scene both set to 0.5.  I've tried different hdris but they all have the exact same outcome. I've pressed alt+h to see if there was anything hiddden in my scene that blocked the background and nothing shows up so I don't think that's the problem. I've also copied it to a new Blend file to see if there was anything wrong with the file itself but it also happens there so it must be something in my settings I guess. But I just can't find out which one    this is how it looks in the viewport render.    And this is how it looks when I render it.  I really don't know how to fix this so I hope someone can help me here
17700
I want to make the origin in edit mode at a vertex, but it keeps setting it to the last clicked-on face :( So now in edit mode the pivot is on the last clicked-on face ;(
68532
Is it possible to change a particle's color to the color of the face/texture part it comes out of in cycles?  I want it to be the color of the face after shading and all that other stuff
79059
How do you hide back faces so that you only see faces when its normal is facing the camera? When exporting it for use in a game, the face is rendered in only the direction of its normal, so this would be useful to have something similar.
45985
I am trying to select the cube that in the middle of the scene. How can I select it? All I see is a crosshair appearing everywhere I click. Is this a bug?
72751
I have a .STL file and all of the faces have been converted to triangles so there are hundreds of long thin triangles.  Is there a effective way to select all of the faces in a small area? Something like a circle and when you click every face under that circle is selected.
10115
I just created a 3D model of a barrel and UV unwarped. That thing below is the screenshot of the UV image editor.   Then I clicked new button below the UV image editors window and gave a name barrel and unchecked the alpha option, and selected blank to color fill option then clicked ok. then I changed the viewport to texture mode. I can't see the color grid texture on my object. Image below.   i am using blender 2.78n thanks in advance for any help.
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?
23715
I masked an image in the UV/Image editor masking section. I then used that mask in the compositor for background replacement. However, the mask size seems to be different. Why is that? Here's a screenshot:
76217
I try to unwrap uv on first ever 3d model i made in blender which is Baymax., then that message shows up in upper right corner of screen. The uv map looks so grotesque. I already tried remove double but nothing changed.  Help me pls.  Thanks.  Im noob at blender btw.
87762
I've gone through tutorials and get the UV Mapping to work when testing on a simple block. However, when trying this on a bigger model, the UV Mapping won't display in the UV/Image_Editor. The Eiffel Tower model is all one mesh and I select Smart UV Project. Any suggestions.