I would like to discard some zones from a mesh from solidify modifier, but I don't know how
121271
I am trying to improve the model shown below. As it can be  seen, the cloak of the model contains some holes. I tried to apply the Solidify modifier, but in this case the thickness of the whole model is affected (i.e. the neck of the model becomes to wide). Is there any way to fill these holes?
12193
Is there an easy way to un-bevel parts of a mesh that have been beveled? e.g. Convert this:  into a normal cube? Edit: Is this possible with perhaps some trick of calculating where the original edge was and collapsing all the selected edges to that point? (python?)
16556
When I attempt to triangulate a mesh I end up with that dotted yellow bounding box when I mistakenly press Shift+t instead of Ctrl+t.  I cannot get rid of it by using Undo.    From what I can tell, it has something to do with Texture Space but I cannot find anything in the Object Data panel that will remove it once it's there.    So does anyone know how to get rid of this and set things back to how they were before I hit that wrong shortcut?
95731
I created a kind of procedural modeled ground (rocks desert like), with some decimate modifiers to have a really crazy topology.  The result is nice, except for some ngons faces that contains some weird normals, due to the elevation difference of several vertices:    How to avoid this? My first guess is to "flatten the face, but I can't figure out the way to do this operation.  I must specify that the face is not perpendicular to the Z axis, so a zero-Z-scaling (S Z 0) won't work here.
45856
I have a quick question. Looking at the next GIF that I made, what is the quickier way you can come up with to delete the excess material that goes beyond the wall? It is basically the attachment of the handrail to the wall what is giving me this "problem".    My solution would be using the boolean modifier with a cube or something, so obviously I know how to do it. But I'm looking for the best solution, i.e., does Blender let me select the excess material in any way? For example, is there a quick way to intersect those planes? I read about intersecting planes in Blender and seems like a difficult task (not worth it in this case). So I discarded that solution.  Thanks.
118134
My material will not assign to the selected vertices. I pressed the assigned button, but it still isn't working.
118247
When you're modeling with a low res polygon and smoothing it with a Subdivision surface modifier, is there a way to toggle on/off the modifier's visibility using hotkeys instead of having to click on the "eye" icon ?
65316
For some reason I can't unhide my objects anymore in this file. Is it a bug?
78534
I have an object with two solidify modifiers added, but the modifiers are not visible in the view pane. How can I see the applied modifiers. This is in Blender 2.91
37384
How do I remove/dissolve the selected edges while keeping the geometry? Every other modeling software I've worked with can do this without any problem but Blender refuses to dissolve/remove them or adds faces if I merge them.
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)
115768
I created a room, and now it's frozen due to inactivity.  How can I unfreeze it?
56885
How to disable dark edge outlines in sculpt mode ?
15068
So in the image below there are two circles, how can I remove the internal vertices between them without messing up the outside shape. I'm working on a gun and this is just a simple way to illustrate the issue I'm dealing with. If I where to go in and delete the internal faces it would leave holes on the outside of the object, is there a fast way to get around this?
45232
I create a big grid of objects using 2 array modifier on my original mesh. The resulting objects shall be placed (snap) to another underlaying mesh which is bumpy.  Following the description of shrinkwrap it sounds like the tool to go to, but sadly half of the objects are either to far away from the surface or the meshes get unrecognizably stretched. Is there a way to place those objects without needing to do everything by hand? Preferably with the normals aligning correctly.  "The Shrinkwrap Modifier allows an object to “shrink” to the surface of another object. It moves each vertex of the object being modified to the closest position on the surface of the given mesh (using one of the three methods available)."
106176
I have a big terrain object, I'm trying to write a script that cut it in smaller pieces and then I will export the pieces to other formats. This is required by a game engine because the mesh, if not subdivided at export time, is not properly culled, resulting in slow rendering.  I tried to use bpy.ops.view3d.select_border() but it fails with message:  RuntimeError: Operator bpy.ops.view3d.select_border.poll() expected a view3d region   A search revealed that select_border must be called from 3d view, probably by clicking a button. But this is not a generalized script, it is specific to this model, I will rewrite parts of it if I need it for another model. I want to run it from text editor directly.  The only solution I can see for now is to iterate every vertex of the selected object and if they are inside the defined tile size, then duplicate, separate, export, delete, and repeat moving one tile to the left, starting at object dimensions[0] / 2 * -1, dimensions[1] / 2 * -1. Iterate vertices and select them can be done from text editor.  Is there a more convenient way of doing this?
102085
I am trying to set up an operator to use the BoolTool after I set a position and modifier on Selected object and a different one on the Active object. I basically need to move the selected object up in Z and add a solidify modifier at .3 thickness, and to the Active I need to add a solidify at .1 thickness and remain in original position.  I thought I understood how to get this to work, but all I get is both modifiers on the Active object. Any hint as to where to go from here?  class SolidfyDifference(bpy.types.Operator): """Solidify and Difference Mask""" bl_idname = "object.solidfy_difference" bl_label = "Add Solidy and Difference Bool" bl_options = { 'REGISTER','UNDO' }  def execute(self, context):     scene = context.scene      sel = bpy.context.selected_objects     act = bpy.context.active_object        for obj in sel:         if obj != act:             bpy.ops.object.modifier_add(type='SOLIDIFY')             bpy.context.object.modifiers["Solidify"].thickness = 0.1        return {'FINISHED'}