When I add a loop cut I get this cross hatching effect. If I add one to the other side as well, then the whole object gets that effect. I've tried changing the shading from flat to smooth, and back. I've recalculated normals, I've removed doubles(0). It doesn't seem to affect the render at least, but i'm not sure if it'll affect anything else like the materials. Or is it just a random glitch that wont do anything else. I've restarted my blender and it didn't take it away either, so I'm lost.
10968
For instance, here I have two cubes that are offset only on the x-axis. When I render them (using Blender's internal renderer), the overlapping faces interfere with each other and the result looks awful. A quick and easy solution would be to offset them by just a smidget, but is there another solution that allows faces to overlap and not exhibit this graphical glitch?
94398
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
72238
How to create the outer nodes effect in Blender Cycles, including the lines? I know this is achieved using a particle system, but don't know how.   Also can anybody suggest any plugins for blender that does the same?
61311
When I render in Cycles it turns into solid white.  I've spent the past 2 hours researching the answers to this online, mostly through this Blender Stack Exchange.    1.) All my layers are turned On 2.) My World is not emitting anything, it's just black. I have my camera facing the model (as you can see in the screenshots).   And after messing with it some.. it now renders in solid static (as seen in screenshots). Trying to upload the file now to tiny upload.. so hopefully during this weekend someone can figure this out for me. Ugh!!.. lol. Thanks so much!
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).
36929
I've only been 3D modelling for a few days now, so this may just be a newbie mistake:  However, because this model is for use in a game I am trying to stay away from proximity loops for performance reasons. Instead, I have used edge creases to maintain the structure of the model. It has led to certain vertices not being affected by the subsurf modifier, causing undesirable lighting at high subsurf levels.  Manually moving each point in a bit seems kind of sloppy but I'm not too sure what the best way to go about this is.  If any more information is needed I'll give what I can, thanks in advance :)
21796
I have a simple cylinder which is mirrored on both the X and Y axis.  When I scale it along the X axis, the two halves of the cylinder overlap, rather than scale as it would before the mirror modifier was applied:    I haven't used Blender in a while and I know this is a simple fix.
54277
I made a mesh with a decent topology, gave it a subdivision before UVing and UVed it after. Even still, when I subdivide it again after UVing I get some very ugly distortions on my checker textures. How to avoid this sort of issue? Frankly the mesh hardly shifts shape when I smooth, and even still the distortion is disgusting.   Edit:
51069
When having smooth shading on a sphere and separating the top into a separate object the shading is no longer smooth over the 2 parts, there is a discontinuity:   It turns out the separate action changes the normals:   I understand blender recalculates the normals based on the mesh it knows within the object, but is there any way to override this behavior, so that on separation, the original normals from before the separate are retained?
96926
So I made a 3d model of a sword, and when I try to render it, the program automatically smooths everything out.   Basically, I looked around online, and made sure everything smoothing related discussed there was turned off, and they all were, what should I do?
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.
39599
I have imported a mesh (AutoCad DXF) and I'm experiencing strange shading behavior. I've done the following to try and address the problem with no luck:  Recalculate Normals Remove Doubles Delete Loose Geometry Cleared Seam, Sharp, and Bevel Weights  There are no modifiers on the mesh.  The original imported mesh looks fine in smooth shading but I need the mesh to be in quads which causes the shading to mess up as shown in photo. I can add my .blend file but I'm not sure how to do that.
14610
I have recently started using blender and one of the models I'm working on has dark shadows along edges. I started this model from scratch. I can't remember them being there when I first started the model, but I had trouble joining areas together and think I've pressed something I shouldn't have. However, there are so many options I'm not sure what I did.  Here is an image of what I mean   The one on the left has the shadow. As a test I started a new model, which is on the right in the image, and as you can see it doesn't have any shadows.  Also, occluded vertices partially show through the model. Occlusion doesn't work properly.   In orthogonal view small darkened triangles appear along the the edges.    I don't really want to start the model again from scratch so any ideas on how to remove this shadow would be great. Thanks.
50548
After many hours of searching, trying and scratching my head I turn to you guys. Seems like many other have this same problem but haven't seen any solution to this yet.  I am rendering cars in blender and I do most of my post work in Photoshop. To do this I need a "correct" render of the normals and I just can't achieve this in Blender.  This is a ref image of what I am looking for and this Normal render is from 3Ds or Cinema 4D (I think).  I use this Normal to color range select parts of the car facing a certain way.
14137
Im a beginner to use blender for comic     i try a way to make line on faraway object to be small but it still have a result like this. their are the way or some easy method to make a stacking line look doesn't black like this?
96198
So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes. Put a UV map on everything and it all looked good in Blender.  Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.  Does anyone have an idea of what's going on and how to fix it?  Thanks, James
78078
I would like to know how to make this effect of merged circle selection. Here are images to illustrate:     Basically I'm looking for this effect:    How the merge effect of the circles can be achieved ? I didn't found any explanation concerning this effect. I know that to project those texture I can develop a decal system but I don't know how to create the merging effect.  If possible, I'm looking for purely shaders solution.