tried &quot;remove doubles&quot; on the whole model with bigger threshold with no results, also tried to unmark all edges as sharp/crease. all faces are quads.
28178
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
76217
I try to unwrap uv on first ever 3d model i made in blender which is Baymax., then that message shows up in upper right corner of screen. The uv map looks so grotesque. I already tried remove double but nothing changed.  Help me pls.  Thanks.  Im noob at blender btw.
114104
I have checked the AutoMerge Editing box in the Mesh menu, and dragged faces so they are as closely lined up as I can make them, and clicked Remove Doubles in order to adjust the merge distance to wider. Still I can almost never get things to merge. Is there something I'm missing?
69397
I have this logo with two ellipses and multiple line segments.    The ellipses have 5pt strokes on them, no fill and the line segments are 3 pt, no fill. I placed the .ai file into another file and tried to resize it down to fit a business card, only to come upon this:    Now the shapes look like they have twice the stroke that they had before. Thanks in advance for any help!
117483
Right now I try to smooth a quite big mesh to the piont you cant realy make out the eges in the final rendering. But every methode I found was just giving no result at all or downsize the singel "mesh tiles" and by that create holes in the mesh. From my understanding i need to enlarge the mesh "resolution" witch i tried with multires BUT the simple setting does nothing at all in my case and the Catmull-Clark setting creates the mentioned holes.    Original object   Catmull multires
55554
I tried adding weight, removing weight and removing doubles. The mesh popping out won't go away. Any ideas?    Blend File:
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:
113224
I have an image explanation of what I want to achieve. Here it is:   Right now the whole edge is sharp. It is giving me a really hard time. Also here is the model:   Thanks in advance :)
31510
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,
13156
I was modeling a chess set. Bishop was my biggest problem. The slice looks ok without a subsurf. Add a subsurf of 2 and ugliness happens.  I went to just practicing on a cylinder. looks ok, but I'm still get creases/folds. I get the slice by beveling a flat cube and booleaning.    So far this is the best I can get.  Thanks for any help or suggestions. Just another noob wading neck deep in blender water.  Not sure if my solution is a perfect as I would like, but here is what I ended up with.  I removed the edges inside the slice and allowed the Subsurf to create the curve. That eliminated the mega ngons that was being created.
74260
Is there an easy way to remove overlapping faces? In the example remove doubles doesn't work  You might be able to do the following: A to select all faces. X &gt; Only Faces. F to create faces, but after deleting the faces I'm left with something like this.  If I press A to select all and then press F to create faces then there are still overlapping. Blend file
46738
I unwrapped the whole mesh, but one face is always black, I tried CtrlN and ShiftCtrlN but there is no change.  in the 2d editor "View > UV Local View" isn't selected  you can get the blend here :
119083
I've been stuck for quite a while, it just looks wrong you can surely tell. I'm kinda new to blender, here's a picture:  Q: How can I improve the glass shader?
94398
I always mess up my model in blender. At some point I manually add vertices on edges with subdivide and then I connect them with J, and sometimes I have to fill faces with F.   As you can see my model is a little bit messed up and this happens all the time. And I can't properly use the loop cut tool anymore. Any idea how to fix this? Update: Here is the blend.file
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 :
46268
Im rendering varous objects with a Sharp glossy effect but the reflections are quad dependent on the object (image below), meaning they behave separately within every quad making it look 8bit-like. Can anyone tell me why this happens?. (Im pretty sure subdividing would fix it but I want to know why I cant have a low poly object reflecting normaly.  The object has 2 modifiers: Subdiv Surface and Solidify. (Perhaps the Subdiv is causing it?). Help me you Blender savys I dont have a powerful CPU to test and test within every render would take me hours and hours.  Image:
3725
My problem is simple. I think that the strange deformations on the top are there because there are so many vertices in one face. How do I fix this while maintaining nice topology?  Although I triangulated the top polygon, the problem still persists.