When I switch from Sculpt mode to Edit mode, I run into an issue where the faces on one arm of my model are not showing. Beforehand, I had applied the mirror modifier so that I may use the hide option in sculpt mode. Thank you in advance for any help!  PS. This is the first time I am posting a question so forgive any incorrectness in my methods or if my question is foolish.
20124
I have append a mesh (rex) from this .blend .  In edit Mode I see different vertices from objcet mode (see pictures). The vertices of belt are missing!  OBJECT MODE:   EDIT MODE:   How can I edit vertices of belt? Is It a bug?  This is my .blend  maybe can help.
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This is probably a easy question for a newb. but did I turn off a view toggle somewhere? Because my little arrows on the face, edge, or vertex I've selected is absent. Is there a toggle switch I accidently hit? photo on what I mean below...
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How can I mirror my weight painting to the opposed side of my character? I know that there is Mirror function, but it doesn't assign the weight to bones on the opposed side. Can I do it manually?
78631
Hi Guys, this is my first time to make a fluid simulation. However, I got some problem. The surface looks so weird. I am trying to make an animation so I do not decide to use sculpt mode to fix it. Is it any other method to fix this problem
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Why is the selected object displaying in the 3D view, but not rendering?  In object mode, it shows up:   However, it does not show up in render mode:   Why is this so and what causes it to hide in render mode?
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
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Whenever I enter edit mode, with 2 separate meshes (cubes), I can only select vertices/edges/faces of 1 mesh.  Example (the screen shot did not include the mouse cursor):    Also, when I enter edit mode with both meshes selected, one of the meshes has a red border and cannot be selected (it also has this border in Object mode):
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I have a small problem with my blender lately. I want to make some compositing with my compositing nodes but the problem is, blender won't show me the preview Image. I have a Screenshot for you guys.    The preview Image itself is enabled, but it just won't show.  Thanks for your help in advance!  -Marten
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TLDNR: Are the circled thingies in the picture normal with a subdivision modifier while in edit mode? (note: subdivision set display modifier in edit mode)  I've been trying to create a character that I might like to use for a game in the future. I'm pretty new to blender and these "artifacts" (unsure if that's what they are) are slowing me down.    This problem doesn't show itself when in object mode, only in edit.  I'm using the mirror modifier and the subdiv modifier.  I've applied the mirror mod before the sub mod, due to some strange separation of vertices at the origin of my character.  However, I went back and forth to check, and with the subdiv mod before the mirror mod, these odd "artifacts" don't seem to show. I can't use that arrangement thought, because of the weird tearing problem D:  Any experienced blenderers out there that think they might have the solution to my problem?  PS/Side question: Should I just go ahead and continue making the model of my character, no matter the mistakes/ngons there might be, and then just go over it afterwards with some nice retopology afterwards?
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When I change one material, it changes it on another object. Why and how do I fix it? is there some link between the objects?    Here is my blender file of Iron Man's faceplate.  Here is my whole screen with the main portion of the face selected. On the right, you can see the material, and I can tell you that that is the same as the eyes part:
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I have created two bezier circles, then converted them to meshes. When I press tab to enter edit mode, the objects appear completely black.   You can see the exact tutorial I am    Why do they appear black, and not have any subdivisions? Is this a problem with blender, or is there a setting I need to change?   Edit Mode   Edit Mode + Wireframe view
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So I'm making a basic car model here for fun, but when I try to add the subdivision surface modifier for smoother body, the side of the car become what it looks like in the screenshot. Is there any solution to make the side look less bulky? Any help is appreciated. :D
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In edit mode with these settings:   Face selection Pivot point: individual origins Transformation orientation: Normal   The faces don't rotate around the normals, is there another required setting that I overlooked?
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I'm still learning, but I'm trying to follow a tutorial to apply texture to a model. I only want to apply the texture to one object in the scene, so I selected it, unwrapped it, and painted over it. Now I selected it in the Edit Mode (I can't select it in the Object mode because all is locked together) and went into Node Editor, but the nodes are greyed out.  Why?
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I don't know how to disconnect a face from the rest of the mesh in edit mode.  This isn't like pressing P to separate the selection into a completely different object. I just want to select a face and disconnect/rip it away from the rest of the mesh but keep it as a part of the original object.  One way to do it would be to duplicate the face with ShiftD and then delete the original face. But I suspect there is a "native" command for disconnecting selected faces and I would like to learn it.
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Hi I am currently starting out blender and i have created a face using vertices. I filled the face and now i want to subdivide it. However, the subdivision tool does not work on any of the faces. Can anyone explain to me how to subdivide the faces and why subdivide works on primitives such as cubes but not on the created face? Thank you
84194
When I start Blender, I am shown the Outliner on the right side:    Somehow I very often manage to hide it. I think it happens when I unwrap and have the "UV Edit" window shown on the left side of Blender.  Can anybody tell me how to restore / show it again?  Thank you.