I imported an SVG, scaled it and rotated it. And all looked clean, until I bent it into a sphere, applied a material onto it to see that the mesh has toooooo many horizontal wires and almost no vertical wires making it unable to bend it vertically.  I followed the instructions  from  [and a lot from the comments :P] Here's a screenshot that explains what I'm talking about:    What should I do so that the mesh is clean with evenly distributed wires allowing the 2D structure to bend the right way?    I'm expecting in such a way that it would have minimal number of wires allowing it to be bent nicely (just like a 16x16 lattice is bent nicely into a sphere without any random wires)  EDIT:  Regarding Remesh modifier (answer for the tagged possible duplicate question), it seems it doesn't work well here. Here's what happens when I apply Remesh modifier. [It doesn't improve with increase/decrease in Octree Depth or sharpness or threshold]
52542
this is a problem I face a lot when working with branding and typography. After importing vectors/typing, extruding and bending (simple deform or curve modifiers) it always come up with those ugly polygon artifacts:    Now, I know the cause of this is that the front faces of the text do not have the right topology nor enough polys to bend.  So, is there a good workflow to get rid of this without taking a huge load of time to retopo by hand or using the remesh modifier to an absurd high poly count?  Thanks
29829
I am sure this has been discussed quite a few times, but I found a tutorial recently doing the exact same thing as I did, but in my case my logo is messing up!  Here is the link to the workflow:   This is what it looks like after adding the solidify modifier:   I already recalced the normals of my spline, but besides that it messes up my spline shape, it had no effect.  Any suggestions on how to fix it?
122434
I'm trying to model something like the image below, and I'm stuck on the support wires.    I've been trying to create a curve to use a guide for a spring model, but haven't had success. I find it tough to get my curves the right distance off the sphere; it's also tough to get the right curvature.    Here's another example of my problem; I can't figure out how to get good curve placement such that it sits nicely on the surface of my sphere.    Is there a better workflow that I could use to model this?
33417
I am curious as to why when I scale things the general shape changes. The flag in the middle is what I originally started with, and either side is the distorted result of rescaling it.   I have read previous answers and tried: unchecking align to pixel grid upon start-up of new document and then with the flag shape selected; checking 'scale strokes and effects'.  Any ideas? Here is another example of where this has happened, both lines and rectangle shapes have changed (harder to see):    And here is what is checked/unchecked:    I am completely lost... been searching for an answer but nothing. Thank you!
33458
For curved meshes I've often noticed that in my desperation to avoid tris, I tend to extrude the mesh in a way which creates these long rectangular quads:    In this case at least, the mesh is all quads, however the edge flow causes loopcutting to be awkward in some places:    I tried creating the same mesh with more even topology, however I found tris unavoidable. Maybe it was because I was starting with the long-quad mesh, but I also found myself using the knife tool for everything..    This makes loopcuts less necessary and easier to place in most cases, though the occasional tri does get in the way.  An annoying thing about the tris are the poles, though they aren't too noticeable in this particular case.    Both techniques seems to have their advantages and their disadvantages:    Which is considered "better", if any? Are there any better workflows for creating even topology with as few tris as possible? Or is there some trick I'm missing altogether?
119868
I've been working on a mesh and realised that part of it is not being shaded consistently across the borders of each quad. I've isolated the section into its own blend file and cannot figure out what's causing the issue.  The section in question is a flat plane with some loop cuts. It's set to flat shading and the face normals are all consistent and pointing in the same direction. There is no modifiers applied.    Does anyone know the cause of this and how to correct it?  Blend file can be downloaded here:
80792
Imagine a piece of paper and you fold it in half and then fold it again. that's what I am trying to do and cant. If I use bones the influence of the bones won't allow me to because I need 2 bones to control the same area. If I try shape keys it just deforms the mesh if I try to make it in multiple steps or does the wrong animation because it draws the shortest path instead of rotating from a point like a piece of paper would.
43303
first time here.  Alrighty, I'm quite new to 3D model design in Blender, but I have a little problem with my book model. The mesh is fine (I think). But there are a good few points where the text mesh goes wrong for some weird reason. If you need to know which version of Blender I'm using, it's Blender 2.69.  When I apply the "subdivision surface" modifier and set the subdivision render to 2, the faces go in and deform in certain areas. As far I'm not sure what is wrong at this point. I've taken two pictures just in case you need them.       Take note that I'm still unaware of some certain tools and common knowledge in Blender, go easy on the in depth reasons and fix details. Just simplify it please :)   Blend file :
94789
I sometimes like to view my models in wireframe mode, but it doesn't show individual faces, only lines representing the general formation of the object. With subdivisions (especially) this does not achieve what I'd really like to see, which is more of a &quot;blueprint&quot; look. Solid view:  Wireframe:  What I want (except this is solid):  What I want (except, this is edit mode, not an actual drawmode):  Is there a draw mode that can achieve this? P.S.: I don't mind if the answer uses Python. I'm not a Python programmer but I'd be able to understand the code (I've got programming experience and have used Python on and off before).
14335
I copied Tomasz M. Trzeciak's code from  to draw a shaded sphere with parallels and meridians. Only the sphere was drawn - no parallels or meridians. When I changed the \tikzset(#1/.estyle to \tikzset(#1/.style in the LongitudePlane and LatitudePlane macros the lines were correctly drawn. I am running the latest version of OS X 10.9.3 and have the full Mac Latex install with the latest updates (as far as I can tell).
113371
I want to make some 3d models of pixel art. I started by adding a plane, adding a texture to it, added loop cuts to my plane, 15 loop cuts because it's a 16x16 texture, then I selected the blank faces and deleted them. As I extrude this plane, A &gt; E &gt; $0.1$, the texture messes up on the edge of the item, as shown below  Although not all faces mess up on the edge, a lot still do. I tried recalculating normals, unwrapping the object again, but I ended with the same problem, no change at all. Though I may have done it wrong, since I never did it before. I tried smart UV project and cube projection, but they just mess it up even more. Does anyone have a solution to this?
10018
I've been experimenting with node-based procedural materials in Cycles lately, and after spending a few hours working out a brick material that works pretty well along walls, I noticed that it has a few issues. Here's my initial setup:    It's not perfect, since it switches the different orientations in an all-or-nothing way, but for my purposes, it looks good enough.  So I went ahead and used this throughout my test scene. But then I turned the camera around and looked at the other side, and... there's something wrong with the side of the cube facing away on the X axis!    This isn't a huge issue, because I don't plan to render my objects from that angle, but I'm concerned about the way it will affect reflections, light bounces, etc. so I started looking around for other solutions. I happened on this thread at Stack Exchange:   Particularly, Rich Sedman's answer seemed promising (since I'm trying to avoid using UV mapping). Following what he posted, I created this:    This new setup works great for the cube - on every side - but you can see pretty plainly that the cylinder, strangely, has problems. By the way, there is a part of the node setup that I omitted from the screenshot that isn't really relevant here - it checks the Z value of the geometry surface and subs in the default vectors for the texture coordinates if Z is over a certain amount, for sides that face upward.  I've been experimenting with this for a few more hours now, but I'm afraid I've reached my limits in terms of vector math.  Is there anything obvious I'm missing here that might help fix this, and make this setup work for both the cube and cylinder?
64527
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 ?
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?
107039
I currently have a mesh of a building (it has a texture). Initially it was a solid; however, I sliced off the top to remove noise in MeshLab. Now I have a mesh that's really only an outline. Any ideas how to fill it? I tried ALTF, but that didn't go very well.  An alternative hack would be to have a plane of the same shape, filled with a colour, and put inside (not sure how to do this either).   Thanks! Below is a screenshot of the mesh to show you what I mean.
41788
I added a plane to a scene, subdivided it, and deformed it with proportional editing:    I'd like to UV unwrap this plane, making the mapping what the would have been without the edit mode deformations. In other words, I'd like my UV map to look like a square grid.  Is it possible to UV map this deformed plane to a square grid? Or do I need to start from scratch, and make sure I unwrap it before I do the edits?
110472
I'm trying to model a facade of an arch and I need to create a spiral as shown in these two photos.    I tried using the addon "Add curve: Extra objects" to create the spiral but  I can not remove the smoothing of vertices. Besides, I'm not sure if I'll have any problems when I change the mesh to adapt the spiral. Note that the figure in the pictures has a relief.  Is this the best way to model the figure?   Note: I'm learning Blender and I followed .