bit of a beginner here. I'm using Blender to design an electronic Cello. I want to flatten out the faces highlighted here so I can saw from a flat sheet of thin plywood which will then be wrapped to the 3D shape shown. I thought Mesh>Cleanup>MakePlanarFaces might work but sadly not. Any ideas?
75405
Is there a way to take a mesh, cut it with seams or sharp edges and flatten it, so that the faces stay the same shape and size?  Making paper models is one aspect, where you could use that technique.  No, I'm afraid SZ0Return is not going to do it properly.  And misusing the UV-unwrap is only a last option.    Note, while it's an option to revert to Blender 2.49 which had a script to do this, I'd like a solution that I can use inside the current workspace.
115617
I'm fairly new to Blender and I'm trying to create a mesh that smoothly transitions from cylindrical endcaps to a flattened hexagonal midbody.    I'm able to make one pair of faces easily enough by selecting verts and doing a normal z scale operation of 0.  You can see one of the faces generated this way on the right side of the mesh.  However, this doesn't work on subsequent faces since the scaling operation moves the verts that border the neighboring hexagon faces, distorting them.  I've highlighted the next face I'd like to flatten.  How can I do this while keeping the verts on the far right and left side of the face stationary?  I've seen people using vertex hiding to hold geometry in place but I can't do that since I need to have all of the verts in the face selected when I do the scale transform.  Alternately, it there a better way to do this than distorting a cylinder mesh primitive?
80704
I can't seem to get these particular faces to take the UV Mapping. I selected the entire object, entered edit mode, hit U>Unwrap.   The rest of the mesh takes the uv wrapping, but not those faces for some reason.    It looks normal in solid mode.     Does anyone know what could be causing this?
79846
Amateur with Blender here, using 2.8, having an issue with the Subdivision surface modifier. I have a very simple shape here and I'm trying to extrude while using the modifier, I have this one part of the mesh that sticks to the edges of the model.    I've tried everything I could think even, I've even deleted all the vertices in that area and rebuilt it from scratch and that darn thing just reappears. If I delete all the edges and then just fill in the new face, it'll just move to the next edge down. I definitely don't have any overlapping points.
114010
Just learning here... I created a model in Makehuman and imported it into Blender. When I pose the model I get really ugly creases where the mesh appears to overlap:    How do I clean this up or avoid it? I'm not worried about animating or anything I just want it to look smooth.
825
I have a schematic of a raspberry pi that is completely flat, no solid faces, just connected vertices.  Is it possible to render these lines somehow, so that it looks like a 2D drawing?  Maybe with freestyle?
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.
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I've followed the same  I mentioned in the question I asked  and my boat hull looks pretty good.  The process is to make 3D B-Splines increase the resolution and then convert them to Mesh Elements.  Then you make a plane and cut it in half along the "Y" axis.    I followed through the process and see a couple issues that I would like one of you to address.  First, I see that the normals are not correct.  The inside of the hull is not important but the outside needs to show materials.  Also the hull is not stitched together along the keel.  I don't know how to do that on a mesh that has had the Mirror Modifier applied to it.    Anyone care to help?
87025
I have a cone and I want to cut of top piece of it. How can I make cut face flat?
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As the title says, how can I make this shape without resorting to a Boolean operation?    This is obviously a very simple example, but I find myself needing to do something like this relatively often when modelling.  Despite using Blender for a couple of years, and considering myself an intermediate to possibly advanced user, I still know of no easy way to make this kind of indentation in an object.  Obviously, if you are looking to make an indentation in the middle of the surface, you can simply select a face and extrude down. As you will know, this does not work at the edge of the surface.  I can create this shape using loop cuts, deleting the faces and then using snap to edge to extrude the edges down to the same level (and then filling in the faces), but it feels cumbersome and a lot of work for what feels like it should be very simple.
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I have a mesh that has some vertices between edges that do not need to be there. How can I easily remove these vertices without selecting them manually? I tired using limited dissolve but that get rid of anything that coplanar not just the floating vertices.
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I need to create a cross section of a surface (which takes the form of a cube), and therefore there are certain areas which need to be "empty". A visual description of what it would look like is below:.  Moreover, it might be necessary to include that there is a particle system that is emitted from the surface, and these particles should not be emitted from "empty area".  Things I have tried:   The cell fracture add-on... to not much success. Not sure if I am using it incorrectly. Simply deselecting 50-80% of the faces (I subdivided the cube already) and then deleting them.   None of these methods create an optimal output. Any help would be appreciated!  EDIT: Here is what I have so far:   The yellow portion is to be modeled like the green cross-section provided before. As you can see, the small black-white bits on top of the yellow is a particle system that is frozen to 1 frame. So, tying everything together, I'm trying to model yellow area to look like the green image shown earlier, however the particle system must only emit from the non-empty areas.
83899
I am trying to create something like this in Blender, but I don't know how exactly.  I captured a model of a WWI bunker with photogrammetry and processed it with Agisoft Metashape but I like to add an “earth base” for a nicer presentation. I imported the OBJ file into Blender but I'm having trouble making it work (I'm kind of new to Blender). Extruding the model downwards gave bad results, so I tried duplicating the model, making it flat, selecting the edges of both the model and the base with Edge Loops and then Bridging the Edge loops but that gave really funky results (I think not all edges were correctly selected, resulting in an uneven amount of edges between top and bottom).  Could anyone propose a workflow to achieve this in Blender?
89663
I want to make this:    from this:    I created the beveled edge by beveling on the cube, then beveling the inner edge, however that resulted in a weird diamond shape:    So I ended up disolving edges and fighting with the uncooperative knife tool for the next 2 minutes or so, just to get a clean bevelled edge like I wanted. How to do it faster, without the hassle?
16929
Is there any way to create a face out of these selected and enclosed edges in the screenshot? I have tried using the F key but the face overlapped part of the model. Any help is appreciated. :D
38491
Is there a tool or an easier way to remove unneeded geometry from objects? Mostly when using a "Displace" modifier, on many places there are flat surfaces where there is extra geometry on the mesh, that you would like them to be removed. At first I thought of the "Decimate" modifier, but is there a way to do it more evenly. By preserving the edge/face flow and such. Is there some feature for something like that in Blender?   From this      To this      Or to this (if I want the geometry to be to the very limits and worrying only about the shape)
8779
I dont need this vertices and/or edge. What is the best way to get rid of them?