Yo,  I'm new to Blender and I'm trying to make a humanoid figure. I followed . I have completed one half of the character but when I mirror it there is a seam down the middle. Clipping is on, too, and all the answers I found are to do with turning it on. I'm stumped.    Thanks in advance,  M~
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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
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So I was just modeling a Pokeball to upload to Deviant Art for fun. And as soon as I left the live preview in object mode as seen here(Picture 1),   I went to start adjusting the camera only to be greeted with this(Picture 2).  The mesh is still fine in edit mode. I am just wondering what it is and why Blender is replacing the spheres with what would belong to a science fiction game.   Thanks in advance :)
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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 :
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So I was doing a fairly simple model of a Glock hand gun. I had already applied a mirror modifier to the model, that I had so far (which was the grip). Then I applied the subdivision surface modifier. At the point where the mirrored part of the model and the "real" part of the model met it collapsed inside of itself. Bellow will be a picture of the model. I would really appreciate it if someone could tell me how to fix this so I can get back to working on my model. Also the picture is the bottom part of the grip, it may looks like two smaller grips, they are supposed to form one. But like I said it collapsed in on itself.  Thanks, Nova
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I am using Blender 2.56. I created all body parts of humanoid model.   I used mirror modifier on individual body parts separately. Now I have to merg all the parts to make full body.  Now my question is I want to make changes on only left hand not on both of them.  But mirror modifier is making the changes on both at a time. I applied the mirror modifier even then when I am coming to edit mode and doing some changes both hands are getting modified.  How to separate those both hands and make them independent ?
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So, I just was trying to get back into blender, and I made .  Unfortunately, this cup has some issues right at the bottom of the inside, and I can't figure out why.  You can download the blend file .  And just for good measure, here is a screenshot of the problem.
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Hi guys i'm having a small issue here trying to get my mirror modifier to work, I believe it has something to do with the origin point but being new to blender I don't have the know how to fix this problem. If someone could point me in the right direction that would be incredible.  Thanks guys.
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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?
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I had just finished creating a realistic human head in blender that took me about four hours to make. I then tried to open it in a new file but I accidentally saved over it.  Someone please help, I'm really upset about losing all that time and effort.
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I am making a donut from a tutorial my the blender guru the ultimate beginner cause I have been using blender for only 2 weeks and i am making a coffee cup but I have too many vertices so I am stuck can anyone help me
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As I attempt to complete a "Walk cycle" with my model, the mesh at the pants line separates from the skin as the model moves or as I rotate the controls. This happens in many places on my model and it reveals the model interior. It is a one piece mesh, though, so I don't understand why this happens. Is this caused by weight painting problems? How can I fix this?
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I am trying to work out how to have a fake mirror in my scene. Character A walks by a mirror on the wall, which should reflect the room and everything in it, except Character A. Instead of Character A, it reflects Character B. So, basically, I want a simple reflective surface, but:  Character A should not be visible in what the surface reflects. Reflections should be rendered as if Character A is not in the scene Character B will be in the scene, but only visible in the reflective surface, not in the world itself.  Here, crude graphic to show what I mean :D  Less crude graphic here:  Is this possible with Blender? I'm familiar with all of the most general functionality, but I can't think of anything that would achieve this. Are there data properties I can tweak? Is there a modifier that'll achieve it? Reflection probe trickery? I intend to use Eevee for the rendering, but if Cycles achieves this better, I can switch. EDIT: I can of course elect to not using a reflective but a transmissive surface and just model the contents of the mirror behind the surface. So instead of having any reflection at all, I'll just copy and mirror the geometry and do everything manually, but 1) that's a lot of work, 2) not really an answer to the technical question I'm asking.
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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?
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Is there a way in Blender to push faces like Sketchup does?     The best I can get is doing a regular extrude and a lot of work to clean the "mess" up...    Thank you for your time!
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I am quite new to Blender. I tried to set up a scene with a little character I modelised with a floor and an hdr. My problem is that the parts of my character which has a reflective material reflect the hdr but not the floor. Here is my viewport with viewport shading. I use eevee.
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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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So I have been following the Blender Guru modeling tutorial with minor changes every thing looked OK till he added the sub-surf modifier and I have no idea how to fix  (followed tutorial  )  this is my edit view with and with out sub surf     and this is how it should look like