All my vertices and edges are messed up, but the faces are good enough in their positions. It happened after I did the boolean union and deleted the object that was no longer needed. Can anyone help me how to fix this?
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1$\begingroup$ There are times when it's quicker and easier to restart your model, using the previous attempt as a lesson and a guide. This could be one of them.. the hint from the reference is that your model can be achieved without Booleans at all. $\endgroup$– Robin Betts ♦Commented Dec 17, 2022 at 10:56
2 Answers
Click on a vertex that you don't need in topology:
- Double tap G to slide
- Slide vertex to the nearest adjacent vertex
- Select vertices (or press A to select all vertices)
- Press M > Merge By Distance (or enable auto-merge when you're moving them).
You can also click on a vertex and press X > Dissolve Vertices
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$\begingroup$ so, it would be one by one? How to enable auto-merge? $\endgroup$ Commented Dec 18, 2022 at 8:18
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$\begingroup$ Yes. It will take some time. The best way to avoid mistakes like this is to duplicate and hide your model before your work with destructive modifiers. So when something bad happend, you can try again with clear topology. Automerge: go to edit mode. Press N to activate Sidebar -> Tool -> Options -> check Auto Merge Vertices docs.blender.org/manual/en/latest/modeling/meshes/tools/… $\endgroup$– LikarCommented Dec 18, 2022 at 8:49
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$\begingroup$ It is very possible it will be way faster to just start over and model everything correctly from the start. $\endgroup$ Commented Oct 16, 2023 at 10:28
I agree with the others that remaking it would be the faster option. Specially for something simple and cylindrical like this. Since you already have that mesh as a reference you can do this pretty quickly by spawning an 8 sided circle on top, filling it and giving it a subdivision modifier. Then just extrude it down and scale the circles to match what you have.
It'd be a lot quicker than merging the vertices. If you want to do it manually tho, you can also just select multiple vertices and press M->At last. (Selecting the vertex where you want them to end last)
This will probably be faster than sliding them around but it's still going to take for ever compared with remaking the mesh