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In sculpt mode and object mode the object is normal. However when I enter edit mode the object goes black. I tried removing doubles and recalculating normals but the model stayed black in edit mode. I have noticed that when I zoom in edit mode, the model has wavy black lines. Sculpt mode

Edit mode. Zoomed in you can it has wavy lines.

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    $\begingroup$ to me, what you see in black here are the vertices : you have more than 230k vertices $\endgroup$
    – lemon
    Aug 5, 2016 at 16:20
  • $\begingroup$ Lemon, so what should I do. I mean I have 230k vertices so does that mean I should remove doubles? $\endgroup$
    – 0z00
    Aug 5, 2016 at 16:21
  • $\begingroup$ What should you do for ? Black here is not a color, but an indication of the vertices positions. To me, it seems you tried to use a multiresolution modifier but in fact or you did not, or you did applied it (and probably, that's why you have so many vertices in edit mode now) $\endgroup$
    – lemon
    Aug 5, 2016 at 16:25
  • $\begingroup$ Yeah I did use a multiresolution modifier earlier. I was sculpting and I accidently deleted the modifier so I re-added it. By the way thanks for all the help so far. I also pressed subdivide again. $\endgroup$
    – 0z00
    Aug 5, 2016 at 16:27
  • $\begingroup$ ok. I just can say, next time, do not apply the multiresolution, unless you are sure you want to do that. But more than that here, I can't say. You can eventually make a new model by retopo this one if you are happy with its shape. $\endgroup$
    – lemon
    Aug 5, 2016 at 16:30

2 Answers 2

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Your model has a lot of vertices, and that is perfectly fine. The black lines indicate edges going between vertices on your model. The vertices are hard to pick out at this distance, but when you zoom in on your model, the vertices (where the crossroads are) will be a little bit bigger.

Keep in mind that the point of Edit Mode is for you to select/deform/etc. the vertices, so it needs to display them. While in Sculpt Mode or Object Mode, those vertices are not needed, so they are hidden, instead displaying the material of the object.

You can also look at this like the difference between Object Mode and Rendered Mode. Both display the model, one using the OpenGL render (default for the 3D viewport), and the other is the Blender Internal render, which takes longer, but still displays your model, with different lighting calculations that give a more realistic result.

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  • $\begingroup$ Oh so is this perfectly fine? Its just I'm following a tutorial for character modelling and the person added a multiresolution modifier. Then they took it out to work on the hands. $\endgroup$
    – 0z00
    Aug 5, 2016 at 16:44
  • $\begingroup$ @0z00 Yep! This is completely normal. If you are planning on using this model in a game however, where you need real time rendering, then it may be too detailed for it to render. Normal rendering in Blender should be perfectly fine, though the more vertices it needs to render, it will take longer. I have made models in the past with a couple million vertices, Blender can handle it, though your computer might slow down. $\endgroup$
    – Gliderman
    Aug 5, 2016 at 16:48
  • $\begingroup$ I've got a high end pc. With a Nvidia GTX 970 so would that still slow it down? And then if I am doing real time rendering is there a way I could cut down the number of veritices the model has. I'm planning on using this model in my game. I'm the UE4 game engine by the way $\endgroup$
    – 0z00
    Aug 5, 2016 at 16:54
  • $\begingroup$ @0z00 With more vertices, a computer will always slow down. More hardware will push where the limit is. For games, it starts to get complicated to say which way it will go. I have not used UE4, don't know how many objects are going in your final scene, don't know what types of shaders you are using, target hardware, etc. You will need to test, and see what works for you. $\endgroup$
    – Gliderman
    Aug 5, 2016 at 17:18
  • $\begingroup$ Ah i see ok thanks. However i do want to work on the model more in edit mode for the hands. So is there a way I could get rid of the black lines for editing. Sorry for all these questions, you must be feeling quite tired from all of them. $\endgroup$
    – 0z00
    Aug 5, 2016 at 17:21
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You subdivided your mesh a couple of times. Edit mode reveals the mesh of your model. The black lines mark the borders between the faces.

normal and subdivided

Left - original mesh, right - 3 times subdivided

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  • $\begingroup$ Wait so can i un-subdivide my mesh back to the original mesh? $\endgroup$
    – 0z00
    Aug 5, 2016 at 16:41

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