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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    $\begingroup$ See this blog - topology-guides.tumblr.com. What you would need to do is to create supporting loops in the main surface and extrude buttons from it. However you still should be aware of polycount increase when using this method. $\endgroup$ – Mr Zak Mar 16 '16 at 15:09
  • $\begingroup$ I'll check it out, but I'm in the optimization stage right now. It is a 1-2 years old creation, and that time, I only knew extrude/subdivide. I just want to use it in my new project, but back in time it was too laggy. Where can I see polycount? I can only see Verts, Faces, Tris and so on. $\endgroup$ – 505Legion Mar 16 '16 at 15:11
  • $\begingroup$ I've added another picture of this kind of problem, because the button panel case wasn't the best example. If I'll get answer to the second picture, I'm sure I'll be able to consider it solved. $\endgroup$ – 505Legion Mar 16 '16 at 15:20
  • $\begingroup$ Polycount is amount of polygons (faces) in scene which affects quite a bit on the rendering times (among other things). If the mesh is seen when rendered it will need to have good shading; to obtain it topology of the mesh should be correct. $\endgroup$ – Mr Zak Mar 16 '16 at 15:20

Short answer is you can't do that in Blender.

BMesh geometry engine doesn't support edge islands. Groups of edges belonging to a face must at all times be interconnected. As such "holes" or other geometry arising inside other faces can't be totally disconnected from the surrounding edges defining that face.

There must be at least one edge connecting the those buttons to the surrounding edges, unless they are made loose from the geometry.

A better question however is whether you actually want to do that or not.

Eliminating those edges will gain you nothing, neither in terms of performance nor workflow. The performance gains from one or two faces is negligible, and in any case having a huge ngon most likely yields the same final triangle count as having proper edges there anyway.

It may in fact end up being harmful, using NGons is widely regarded as an undesirable modeling practice that is bound to give problems later. You can no longer loop-cut or take advantage of edge flow or loop tools while modeling, and may encounter issues while texturing, rigging, animating, possibly yielding unexpected artifacts.

As suggested by Mr Zak you are probably better off using a proper topology with a healthy quads dominant geometry, making good use of consistent edge loops, and uniform density as seen in the linked topology guide.


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