2
$\begingroup$

I've got two closed edge loops that I want to join using Bridge Edge Loops. One of them is an organic oval-ish shape and one of them is the edge of a cylinder, like so:

enter image description here

However, when I Bridge Edge Loops, rather than getting the semi-tubular result I expected, I get a weird result with crazy criss-crossed faces, like so:

enter image description here

What am I doing wrong?

Edit: added a picture of the edge loops and their normals, for clarity.

enter image description here

$\endgroup$
  • 2
    $\begingroup$ Uneven topology and unmatched vertex count, most likely $\endgroup$ – Duarte Farrajota Ramos Mar 12 '18 at 14:56
  • $\begingroup$ Unmatched vertex count: probably, I'll check it out. What do you mean by "uneven topology" and why is it a problem? $\endgroup$ – Bas Mar 12 '18 at 16:07
1
$\begingroup$

This is far from ideal but it's a quick fix:

two loops

Extrude one of your edge loops and place it near or inside the other one.

s'truuude

Then bridge them.

bridge

Select the middle loop, hover over "smooth Vertex" and hold RETURN until it's stretched.

appeasement

Of course this creates more horrible geometry. It might be better to use a cylinder made of quads and use a Shrinkwrap Modifier to get an inner wall. Or use the Shrinkwrap to replace the original organic wall with one that has a nice topology.

Blender is not really equipped to handle a lot of chaotic tris. Quads make bridging and other operations much easier and more predictable. Ideally the vertex count of both loops should be the same and the verts should be evenly spaced.

A crazier way:

Hide everything except your edgeloops. if they line up on an axis, hover over the axis in the transform panel (Y in this example) and hit CTRLC

enter image description here

LMB drag the value up until the loops roughly align.

enter image description here

Bridge them.

enter image description here

Select the moved loop, hover over the Y axis and hit CTRLV. The loop will be back in its place.

enter image description here

Yet another way would be to bridge the hole piece by piece and not in one go.

I must admit that so far I haven't been able to recreate your troubles, so the solutions are a bit of guesswork.

$\endgroup$
  • $\begingroup$ Alas, when I put the two edge loops on roughly the same plane, I still get the same weird criss-crossed edges. I'm going to try to do this in pieces now, see if that works. $\endgroup$ – Bas Mar 12 '18 at 17:51
  • $\begingroup$ @Bas That's bad. Does it also happen when you do only part of the loop, a quarter maybe? $\endgroup$ – Haunt_House Mar 12 '18 at 19:56
  • $\begingroup$ It.. depends. I've now resorted to selecting, say, 40 vertices on either loop and doing a bridge edge loop. When it looks sort of okay, I keep them, and move on to the next 40. When they're wonky, I undo and skip those vertices. After I'm done, I look at the holes that are left and either select fewer vertices to do a bridge, or just select three vertices and do a Fill, basically creating polygons by hand. I've had to subdivide some edges to make some of the polygons not so crazy wide and skewed. It wasn't ideal, but I suppose the best I could get with this weird geometry. $\endgroup$ – Bas Mar 13 '18 at 9:51

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.