I have been editing a mesh I created after importing an svg and using it as a boolean to cut into a plane. The plane needed lots of work to get rid of extra verts.

As I was deleting and dissolving, I noticed that parts of the plane were darker grey. When I got rid of a few extraneous verts, it turned lighter grey, which I took to be a sign that I was doing good.

But, I have parts that I can't get to turn lighter grey. If I knew what I was changing or what Blender was warning about, it would help me to formulate a better plan for decimating this mesh cleanly.

I have checked the normals and recalculated, flipped and set from faces etc, but I don't know what is going on.

Thanks![Different greys in the edit window]1

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    $\begingroup$ Probably your "Normal" is facing the wrong way. *On a side note you should be working towards modeling with faces that have four sides. $\endgroup$ – Dontwalk Sep 16 '17 at 14:29
  • $\begingroup$ You could add your .blend file to your question here blend-exchange.giantcowfilms.com $\endgroup$ – Dontwalk Sep 16 '17 at 15:01
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    $\begingroup$ If the normals are correct you might have the same face twice at the same spot. This is possible in bmesh, even after you removed double vertices. $\endgroup$ – Dimali Sep 16 '17 at 18:34
  • $\begingroup$ @Dimali, I think you are correct. I used BMesh. Is there an easy way to figure that out? Remove Doubles doesn't seem to touch it. And, if I grab that plane with the face select, the whole dark grey area moves. There is probably one or two verts that are making it two faces on top. $\endgroup$ – Matt McKee Sep 16 '17 at 21:31
  • $\begingroup$ @Dontwalk Yeah, I know about the 4 sides. I need to subdivide this plane up manually to get back to that. The orginal mesh was just too complex. I haven't uploaded it bc I ran out of time. Sorry. $\endgroup$ – Matt McKee Sep 16 '17 at 21:32

@Dimali was correct, there appears to be two faces on top of each other that share MOST of the same edges, but not these two.

Duplicated edges.

I discovered this after trying to select the edge loop and those two would not be included.

Edge loop selection

Deleting those two turns the mesh a uniform grey.

Now, the edgeloops go all the way around and I can start making quads by grabbing two vertices and using J

there is probably a simpler way to "quadify" this but I haven't figured it out yet.

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    $\begingroup$ Does, say, Bridge Edge Loops work for "quadification"? $\endgroup$ – SilverWolf Sep 19 '17 at 19:01
  • $\begingroup$ Wish I could answer that @seaturtle. I haven't tried bridge edge loop function yet. $\endgroup$ – Matt McKee Sep 20 '17 at 2:36
  • $\begingroup$ @seaturtle it does that by default for the most part... IF both of your edge loops have the same number of verts / edges selected, then this will work, as soon as you deviate, it will most likely triangulate. $\endgroup$ – Rick Riggs May 1 '18 at 10:56

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