when I want to fill 4 selected vertices to get a face to connect 2 different objects, the face gets weird shadows and I also can't sculpt the face. How can I remove these shadows and create a normal face ? :   video : file:///C:/Users/WIN10/Videos/Movavi%20Screen%20Recorder/ScreenRecorderProject130.mp4
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While rendering a mesh with smooth shading on, I get a dark region/shadow on certain faces. The effect is more evident when smooth shading is applied to a mesh containing ngons, with the ngons turning black when rendered.   The blackening effect is visible in the viewport too.  How can I solve this problem?
28178
was following a tutorial where I stumbled into this weird line in my mirrored mesh (sorry for the feet lol)      You can also download the blender file
17337
Is there a way in blender or an addon that allows me to select a bunch of faces (or verts) and evenly distributes (or relaxes) them into quads clean quads.  Without screwing up the vert ID/order.  Edit: I would like to have the shapes of my quads to turn into perfect squares while maintaining the volume of the object and the vertex order.
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?
26285
Most of the time when I try to move a vertex or an edge, instead of translating that, it extrudes it, it creates another face or, vertiex or whatever. I do not really get why it behaves like that. I hope I explained it in depth. I am sorry if this is a duplicate post but I could not find anything!
108314
If I have a model with 3 textures (blue, red, yellow), and I want to select all (and only) the blue faces from that model, what's the shorcut to do that? I remember there was one, but now I don't remember what button combinations were correct.
47910
Hello to everyone again,  I'm looking for an addon or a short cut to fill fast and simmetrically a NOT FLAT surface that needs to be closed with vertices. Doing it manually it takes a lot of time. I tried to do CTRL F and then Grid fill,but it didn't work. Neither F key works. Check the attached screenshot. thanks.
88490
I have created two meshes as separate objects and I want to create a face joining them. However, since they are two different objects, I can not edit them to add the face.  Is it possible to join them into one mesh?
109369
this is the first time I've used this website, sorry if I dont organize the post wrong. I've been using Blender for a couple months now, so I'm not too terribly new, however, There are these weird black shadows on my model and its driving me crazy, as I cant get rid of them. They're not a normals issue, as I've already recalculated them and it's not that. Does anyone know what causes this? Its in object mode, by the way. It happens anywhere.  Its probably a problem with the way I modeled it or something, as it's happening around these sharp edges. Here is it in edit mode.  Here is it in edit mode. Does anyone see anything wrong that I did? I'm sure I did something wrong.  Thanks so much for your help.
34194
I am pretty new to Blender but I looked at some tutorials on how to build my own structure etc. I found one  at about 2:05 minutes, where they select all inner vertices with some clicks and removes them afterwards.  Can somebody help me to redo this on my objects? I have for example two cubes and they intersect each other. My next steps are joining these two cubes, I click in edit mode on Mesh > Faces > Intersect  Then I choose Self intersect and now I am losing track of the video, where he does Link select and inverts the selection and then magically he just removes the selected parts...  Can somebody help me on this a little.  If I let the internal geometry stay, my printouts in the printer get holes and other ugly stuff...  EDIT  Since I got now an answer where some people up voted but it is still not working in my example.  I added a screenshot  Here I have two cubes moved against each other. The answer from Gwenn suggests to use Select > Internal Faces but in my case there is only Select > Interior Faces. I guess this is a typo but it is also selecting nothing. When I click on Select > Non Manyfolds there is also no selection :-(  After following some links and checking the '3D Printing Tools' add on, I found the check function there which tells me how many problems where found in before printing (visible in the screenshot). It says no Manyfolds, maybe thats the reason. But I still have the problem of empty spaces within the 3D print where the two cubes overlap.  Again, I just created two cubes and moved them against each other until they intersect.  The only possible solution by now is to use a boolean modification, Difference and select the second cube. In this case the overlapping part gets removed from one of the cubes. Not very handy but by now the only solution which works.
56481
I am kind of new to the whole animation aspect and in fact still in high school.  I am trying to make a Minecraft character rig and I want to make some 3D hair. I did not know how to quite make it so I kind of when just did something pretty simple. It isn't the greatest in any means, but any how the point is every time I render it white lines show up between objects or joined objects. I don't know how to fix this and would like help (a picture is posted below of the problem).
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.
78631
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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I tried crating faces but it left missing edges. In the end I was left with all the right lines but there was no vertex in the center.    Here's a follow up image in case you're wondering what I mean. Notice how there's no vertex in the center.
3725
My problem is simple. I think that the strange deformations on the top are there because there are so many vertices in one face. How do I fix this while maintaining nice topology?  Although I triangulated the top polygon, the problem still persists.
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.
10602
When I extruded vertices in edit mode, for some reason one of the sides of my 3-D model (the textured-looking side to the right) is creating a lot of errors. First off, it automatically sets extrusions on the x-axis. Secondly, it doesn't allow me to extrude planes into 3-D shapes. Thirdly, I can't increase the height of vertices without it creating a new face. Finally, it renders those automatic textures to create a grainy black texture in render mode. I attached an image with the solid object (top) and the rendered object (bottom). Note: I did not set any textures or alter the lighting on the model. Also, the left gray side is working perfectly fine without errors.