# Fill in missing point in grid

I was doing some destructive work in Blender when it frustratingly crashed on me. I was just testing a few things.

I was trying "Dissolve vertices" on my mesh, and ended up with this when I reloaded the project again:

I tried F to join each edge, but it made a strange tugging-looking mesh.

How can I fix this grid mesh, by adding the point in the middle and all the other edges?

• It seems that Grid Fill will do the job, for me it worked with Span = 2, Offset = 1 – Jan Kadeřábek Dec 17 '18 at 20:59
• Assuming the blank area is a face, select a pair of opposite vertices, hit 'J', and then do the same with the other pair. – Robin Betts Dec 17 '18 at 21:02

It looks like you have some modifiers applied to your object, most likely a subdivision surface with the "edit cage to modifier result" option enabled. That's whats causing the tuggy-looking mesh.

Don't worry though, it's not as bad as it seems, it really is just a square hole and is easily fixed. Simply select the vertices opposite each other (but not alternate corners!) like this:

and then press J This will join the vertices across the face and give you this result:

Just do the same to the remaining, opposing set of vertices and you're back to a grid!

• Thank you so much for the help, it worked perfectly! Instead of F, I just needed to do J :p – George_E Dec 17 '18 at 21:06
• Well, you still need the face to be present in order for the j operation to work. So F is still good :) – Scalia Dec 17 '18 at 21:08

Standard way is to remove tha Ngon face and use Grid Fill to fill in with quads. Another a bit less fast way is to use either Connect Vertex Path tool (J) or Knife tool (K) to cut edges according to existing geometry.

However there might be another way without removing that face:

1. Press Alt+P to poke faces.
2. Press Alt+J to convert tris to quads.

Note that it depends on geometry what resulting topology you will get. Also note - Grid Fill restores the curvature of the filled surfaces, this way doesn't.