Hi so I am a beginner and im modeling an anvil. When I go to face selection mode there's this random dot (shown in picture 1) and when i use subsurf it connects to that dot (shown in picture 2). Please help me Edit: I cant select the dot.  Thanks Matt
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I'm following . After using Boolean I cleaned up the extra vertices. Edge flow looks fine on my mesh.   However, when I apply a Subdivision Surface modifier my mesh becomes really messy as if something is wrong with the edge flow.   Can you guys help spot the problem?  Mesh topology:    Subdivision issue:
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I have created this with cycles:  But the edge between the glowing and non glowing materials is very sharp. The material was manually applied to faces in edit mode. Is there any way I can smooth the edge between them in cycles?
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The wireframe on the right looks correct, but in object mode on the left, you can see that the upper and lower vertices are not connected, while the "box" to the right is fine.  I tried Fill and Merge Vertices, but both do not result in a correctly looking model. In wireframe mode, it looks great, but in object mode it does not.  I have uploaded my model here:    Does anybody see what causes this weirdness?  Thank you for the help!  Here is another image: It shows that the 2nd "box" is not correct (it has greyish faces), while the 1st and 3rd are correct.
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So, I'm working on a control station that has buttons. It is a one-mesh creation, that means, I don't want to create buttons and things like that separated from the main mesh, but as you can see, I have problems. I would like to make the highlighted parts to be one with the main part around them. I've tried everything, and I have this problem on multiple creations. Any idea?  Update: I've added another example of the problem. I want them to be one face, instead of two. (2nd picture)
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I'm not sure what's going on here. The unwrapped mesh doesn't extend the full length of the face down the side of the can. Is there any way to remap this using nodes?     Thanks guys
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for some reason, my person will not show up when rendered. I have checked the material and it is fine. Not sure what i did. Hoping that someone can figure it out for me.   here's a link to the .blend file:
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I just started blender a few days ago and I noticed that when making faces, they sometimes have this dotted texture compared to the generic smooth texture. I have been having difficulties with this and was wondering why these dotted faces are different from the regular faces, how do I get rid of them and what are the advantages of using them?  This is my image:   Thank you!
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Probably an obvious answer, but I can't figure out why my mesh is causing such a weird crumpled up look with the subsurf modifier.  I've gone through to make sure there are no doubles or overlapping vertices, but it still looks weird when I apply the subsurf.  Any idea what I might be doing wrong?      Here is the .blend
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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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I'm trying to work on the materials for my scene without touching the rest of the scene for now. When I try to switch between scenes by clicking the outlined thing, it automatically applies the selected material to the active object. Is this the wrong button? Should I be clicking something else in order to edit the material properties without applying it to my objects?   Thanks for the help in advance.
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Here is the .  Picture:   It's nothing special but I cant figure out why I get problems rigging this mesh. It would be important and a great Help! Thanks for reading and I know there are a lot of guides answering this question but I tried all and it doesn't seem to work.
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So first of all this question likely suffers from the same problem as . I say likely, because I was never able to make the answers for that question work, so I can't be sure exactly what is going on. I AM fairly certain that I simply don't know some crucial part of applying materials, and that is causing this problem.   The problem is that if I try to apply a material to an object, the material is only applied to some faces. In the linked question, I tried to apply a material and a texture to a roof structure, so I decided to scale things down and practice on a cube. Same problem.   I created a simple green material, but it only applied to two out of six faces. Selecting the whole cube and clicking assign again has no effect. The rest of the cube is black.   Quite simply, I don't know why this is happening. Based on my understanding of materials, when you select a face and hit assign, the material is assigned to that face. Either this isn't happening, or it just isn't showing up. Why is this? What am I missing?   If possible, I would like an explanation of how the material works, not just a simple 'click this then that' answer.      NOTE: I apologize if this seems too much like a duplicate of the linked question. I'm asking again because the answers supplied never fixed the problem for me, and because I wanted to remove all other factors and work with a simple cube for reference.
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Hi guys,  I'm trying to simulate the metal flakes that you can see . It looks close to a metallic paint + flakes, but it definitely is something else.  I found a few materials that come close to it, like , but if you look at the video it seems to only show up when it's in the specular and there's a bit of iridescence to it. Also, it completely disappears once it's outside the specular glow.  Do you guys have any idea how to approach this? Any idea of a material that's a bit closer to it?  Thanks!
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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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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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When I unwrap the character I designed, I get only a few faces visible in the UV image editor, although all the faces are selected in the 3d viewport in edit mode.  Those faces are probably the one I added to "close" the character's head (for some reason I had a hole that I closed adding faces one by one and then checked to remove doubles). Maybe it's a coincidence.   And there is more: If I use 'circle select' (C + left-click) over "empties" area in the UV image editor (not in island mode), I can see that faces get activated in the 3d viewport (edit mode)! Of course, I have restarted Blender to see if the problem persists and it does.  All this weird behavior happens before I create an image. Once I create a new image or use an existing one as a UV, the meshes in the UV Image editor don't show up at all!   When I do all this process with the monkey figure I have no problem.  Could you have a look to my blend file and tell me what's wrong?    Blender 2.7.4 Mac OS X 10.10.3  My blend file:
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I came across a crimson altar in Terraria, and have spent 26 minutes looking this up with no results: how, in the world, do I use it? I seriously do not understand. And this has been a common theme with this game from the get-go, like the Extractinator with its bizarre place the silt into the machine like you're placing a block interface. It's occurring to me that Terraria is very unintuitive and kind of all over the place with its user interface.  The wiki says the suspicious-looking eye can be crafted with it, but despite all my frantic clicking, I can't get the thing to work. I've tried standing on it, hitting it, clicking every button on the mouse, and throwing the whole stack of lenses on top of the altar with no results.  I hope this doesn't have to do with expert/normal mode. Cause if so, well, why did it even spawn, first of all, but if so, then I wasted an hour beating a dead horse.  To say this is frustrating would be an understatement.