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.
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I have a quick question. Looking at the next GIF that I made, what is the quickier way you can come up with to delete the excess material that goes beyond the wall? It is basically the attachment of the handrail to the wall what is giving me this "problem".    My solution would be using the boolean modifier with a cube or something, so obviously I know how to do it. But I'm looking for the best solution, i.e., does Blender let me select the excess material in any way? For example, is there a quick way to intersect those planes? I read about intersecting planes in Blender and seems like a difficult task (not worth it in this case). So I discarded that solution.  Thanks.
23147
I'm attempting to cut a hole in a plane. I added a cylinder object, added the Boolean modifier to the plane, selected "cylinder" and "Difference", but no hole is made. The lower half of the cylinder just highlights, moving/deleting the cylinder reveals a hole-less plane.      How can i cut a hole in the plane?
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I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it.    That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons.  What would be the best/easiest way to do that ? I already think about several solutions :  Solution 1  1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values.  2) Carve holes in the voxels as i want (easy too).  3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes).  4) Reduce (decimate) polygons created in 3).  This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ?  Solution 2  1) Create some triangle mesh from the heighmap (easy).  2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh.  3) apply some procedure to reduce polygons (optional).  Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh  every time a boolean operation is applied.
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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
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I have a box that I have extruded to the shape I want. Then I placed a cylinder so that it intersects the box. After that I deleted the bottom faces of both the cylinder and box.  Now what I want to do is delete the portion of the cylinder that is inside the box and join the nodes so that it is one object. I have already joined the meshes so I can select points/edges/faces from either shape. It seems like the easiest way would be to just put nodes where the edges of the cylinder and box intersect and then delete the parts I don't care about. I can't find a good way to do that though.  What's the best way to accomplish what I'm trying to do?
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I have a 2d flat mesh that i would like to manipulate without any distortion to create a 3D shape. Typically for the pie below, joining the 2 edges together would make a 3D cone. Do you have any idea of which modifier to use ?
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I'm trying to fill empty space in my mesh, and I looked at the knife tool page on the Blender Wiki, and I'm not sure if there's a way to make it so that a new edge is made using the knife tool. I took a screenshot, and hopefully it'll explain better than I can of what I'm trying to do. Oh and I'm using Blender version 2.71, by the way.
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I'm trying to find a way to achieve an extruded version of what the image below shows without having to manually scale every cylinder.  I tried particle systems (hair, both vertex and face modes), but I seem to be unable to reach a satisfying compromise between gaps and intersections. My cylinders, in an ideal world, should not intersect at all, and every cylinder must be touchng at least another one.  Here is my reference image:   Any ideas?  Thanks in advance :)
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I have cut a hole in a plane, but I am left with some loose edges.  Is there an easy way to select and delete them all?  See this screenshot:    See this edges siting out with no face?
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I am trying to slice up my models using the Boolean modifier.  After applying the modifier on my smooth mesh, I get the expected result, a flat dissection to separate my mesh into two.  The problem lies in how I can resolve the visual "jaggered" edge that separates my (smooth) mesh exterior from the flat dissection face.    Is it possible to achieve a smooth-to-flat variation without this artifact?   I tried to alter a mixture of the two but end up with artifacts, or unwanted blocky flat mesh faces around the dissection edge of my mesh.
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First off, I would like to apologize for any mis-terming or anything of the like, as this is my first blender project. I'm trying to make a mesh model, and I like to have everything neat and connected. I have run into one problem multiple times, that is that I need to connect two parts of the mesh at a certain point, which is inside another face. Is there any way that I can use both face to "cut" each other, sort of making a cross a corner? I have some screenshots below for clarification.
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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
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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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I need to move an entire object, so that one of the faces is exactly at Z=0. What is the best way to do this? Basically, if I could select Grid or 3D Cursor in the Snap To menu, that would be perfect:    My current workaround is to select the face, copy its Z coordinate, select all, move it all down by that same amount. Is there a faster way?
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Whenever I enter edit mode, with 2 separate meshes (cubes), I can only select vertices/edges/faces of 1 mesh.  Example (the screen shot did not include the mouse cursor):    Also, when I enter edit mode with both meshes selected, one of the meshes has a red border and cannot be selected (it also has this border in Object mode):
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I built something Minecraft style model by cubes. Now I met a problem: when I'm trying to remove all interior faces, it appears that some exterior faces are influenced inevitably. I wonder if there is some better way to do it better.    P.S.: There are three things I've tried:   Non-manifold checking (Ctrl Shift Alt M) Select Interior Faces (Select -> Interior Faces) 3D Print Toolbox (Addon)   I didn't work it out so far, which leaves me no choice but manually deselect those faces I didn't want to remove, which takes quite a bit time for other cases.    There are answers like this . But I don't think it works exactly in my case.      EDIT: Is there any faster way than enabling Limited Selection to Visible then manually deselect them from different views? (it will not work effectively in complex cases that require similar need)
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I have used Hexagon for years but find that it sometimes crashes when trying to do Boolean operations with texts.  I have been trying to make the two tables of the Ten Commandments and have been trying to use Blender.  I did it about two years ago in Blender and lost everything on my computer so I am trying again with the latest version of Blender and am having difficulty.  I start with a cube and then get it close to the dimensions I would think the Ten Commandments might look like. I then bevel the top using the bevel modifier. But in doing it this way I don't have any cross sub divisions on the face of the object. I have tried sub dividing first but then I find that I can't bevel the top arches as far as I would like. I still don't know how to add divisions after I bevel the top. Yes I am still a novice at this program.  In any case I did figure out how to make text and turn them into an object. When I make the texts I do all four of the commandments for one side and then the other six for the other side. So this makes allot of texts to cut out.  When doing the Boolean operation in Difference sometimes nothing happens. I am thinking I need to have some sub - divisions on the face of the sized cube after it is beveled but am not really sure if this is the problem.  This whole thing about normal's is still Greek to me. I have watched some videos on how to cut letters into a cube but for some reason it does not work this easy after I bevel the top of the cube. Or it could be that Blender does not like a bunch of texts all at once.  Could someone show me a video or give me some simple steps to make my project work?