I'm trying to cut a circle into a cube (as pictured) and the boolean modifier with the sphere is deforming the face of the cube. This is the second boolean modifier (the first being for the speaker cone below). Any idea why this is happening and how I can fix it?
77499
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.
118039
I've been working happily with Blender all this week and last, performing hundreds of operations, many booleans, and getting good results in a rudimentary model for a small enclosure.     Today I've renamed the file to v2, and started to make a couple of changes.  I'm just removing some material using a simple shape to create insets and a boolean difference operation.  Suddenly, though, the 'difference' is behaving like a 'union' and vice-versa.  I thought I'd forgotten something overnight, and tried it on two other simple objects in the same design, with the same result. I then opened a new design with just two cubes and tried it there, where it works without error.  Quit, back to my own design v2, and still the behavior is swapped.     I've restarted Blender a couple of times.  Moving on to trying more renaming, rebooting tests etc.  Is this a known issue, am I missing something obvious? Is there a work-around that someone can suggest.   (I'm using ver 2.70 on Mac OS 10.8.5)
86087
I may be going about this the wrong way.   I want to create a Mobius ring. I managed to do it by twisting (rotating using proportional editing) then using a curve modifier. But the faces were full of creases no matter how I smoothed them.   I then tried to extrude a plane converted to a curve which was getting there. But I cannot see a way to join two edges of the Mobius ring with a surface. I would appreciate any pointers.  Stephen
41099
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 :)
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 :
111295
Hi I am new to Blender (and 3d design), I have seen that some people can do this. I mean that they can create a cube, apply the &quot;Subdivision Surface&quot; modifier to it and be able to modify the object using the vertices that are formed when applying the modifier. On the other hand, if I create a cube, and apply the modifier &quot;Subdivision Surface&quot;, it looks like this  The object still has the shape of the cube and I can only modify it by modifying the surrounding cube. I would need to know how to remove the cube and be able to modify it using the shape of the object. Thanks in advance.
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I have seen other similar questions but they don't seem to be what I want, please correct me if I'm wrong.  For simplicity: delete the default cube, NumPad7, add cylinder, rotate X 90, then add torus with ext/int 1/0.75 and raise it above the cylinder. It should look like this:.  What I want is to deform the torus against the cylinder, but make it as if it's a projection. This means that, when looked from above, it will look like a normal, undeformed torus (volume changes), but when viewed with NumPad1, it will look like a round-end tube following the curvature of the cylinder, while still having the same round cross-section. To make it worse, my object needs to be deformed by a more complex surface, such as sin(x).  If I'd use soft body, it will look shrinked when looking from above, i.e. it will preserve the volume. If I use shrinkwrap, it either does a projection with its circumference intact, but all flat, or it will project it (similar to what I want), but only the bottom side vertices, like a curtain.  Mesh modifier gets me nowhere since I have to manually tweak the surrounding mesh, and curve modifier also preserves the length/volume, while also squishing the section of the torus at the bending points.  My question(s): is there a way to project (mold) the torus onto the cylinder while preserving it's cross-section? Can this be extended for more complex meshes to be projected or to be projected on?    This is, roughly, what the side view (along Y axis in the 1st pic) would look like after the deforming of the torus:    The unselected shape above is the torus (as it is in the first picture), and the selected shape is what it would look like after the deform, or molding, whatever you want to call it.  And here is what it would look like when seen from above (top view, along Z axis)): i.stack.imgur.com/HVOCo.png (can't add more than 2 pics)  The view would be the same before and after the torus is deformed.
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?
44219
When using a Boolean modifier on an object, the "Operation" choices (Difference, Union, Intersect) are all not working normally. Choosing "Union" makes it do the effect of "Intersect" and "Difference" makes it do what "Intersect" is supposed to do. What's the deal here?   This is happening with following a simple tutorial. It's a simple primitive cube and primitive cylinder. No normals or doubles problems.   My specs are:  Macbook Pro 13" Retina early 2015 512GB i7 with 16gb RAM upgrade OS-X version 10.11.4
72524
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
36760
I have 2 objects a face and an ear. Mirror modifier works fine for the face. But when I use mirror modifier to duplicate the ear on X axis, it duplicates on Z axis. And when I use mirror modifier on Z axis it mirrors on X axis. How to correct the axis orientation?
107184
A new vertice forms when the object is being subdivided.  I beveled my mesh and added a subdivision surface modifier, and now a new face/vertices are created where the black areas are:    It appears that when the mesh has the modifier active, the subdivided mesh goes to a singular point in the center:   I applied Rotation and Scale to the mesh already after it was edited. Nothing changed.  How do I get rid of the odd mesh warp when my mesh is subdivided? I want to get the center curve near the bottom to be as smooth as possible, without signs of low poly mesh. Like a perfect part-circle.  Here is the blend file:
64124
I have a simple skull model, to which I applied the subdivision modifier. For the most part everything works as expected, except I keep getting these weird sharp vertices and I can't seem to figure out how to flatten them.    I'm using Blender 2.8. Is this some kind of feature I can disable/enable for particular vertices? The distance between the sharp vertices and the gray outline differ.    Any suggestions please? Thank you!  EDIT: I also tried selecting as both - vertexes and edges and then applied Edge->Clear Sharp, but nothing changed.
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.
94336
So basically I am pretty new to blender and so far I have finished only 3 projects using some tutorials. Currently I am trying to build a cabinet for pc. I created a cube and also created a collection of objects to be differentiated from the mesh so that I can have holes on the back side of the cabinet(For the air ventilation). The problem is that I want to differentiate the entire collection. I tried doing it with the Bool Tool but when I click on differentiate it also applies my solidify modifier. The brush boolean thing seems to work but then I have to apply it for every modifier of the brush. Is there any way around this.Also I cant add the solidify modifier after the boolean because it is messing up the mesh Any help is appreciated Thank you
43527
When i apply rigid body modifier after punching a hole in a cube for inserting a rotatable propeller so that it rotates only when something collides with it.    But when i run the simulation the propeller shaft pops out of the hole and the cube behaves like it had no hole in it, even after after selecting "mesh" for the shape of physics body.
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I have this model, and when I add the subdivision-modifier:    it seems to be okay, for me (I guess those bumps are there, because of the triangle faces instead of quads):    but when I add the smooth-shading I'm having this:    I think this is something really obvious -- but I just can't figure out the reason..  Thanks in advance,