# Filling holes in a mesh

I'm currently designing a space window, shown in this picture

Currently I got this far:

So I have problem with filling the smaller Windows, I want to fill them em with these windows just like in the picture, but I cant really do it. How should I do this?

• If you don't need continuous connecting topology, nor a single non intersecting object, just create a separate circle mesh object and let it intersect the frame inside Dec 19, 2017 at 18:35
• I didnt quite understand that. Dec 19, 2017 at 18:50
• Just create a new separate object shaped like a circle Dec 19, 2017 at 18:54

In most cases it's better to think ahead before you model something. More difficult to do with less experience. I would approach it this way (I'm sure there is more than one way to model this).

• Add a circle with 34 vertices
• In Edit Mode, extrude it four times by pressing E and S (Scale)
• Then extrude one more time but instead of scaling,
Left Click (LMB) and then press ALT+M > Collapse.

Then select the following faces and Extrude up:

It's hard to tell from the reference image but if the window has a conical shape:

• Select the following interior Vertices > Enable Proportional Editing > choose a Falloff type
(I choose Linear)
• Grab them and select an axis to move them on (I used G+Z)
• Control the number of vertices effected with the mouse wheel

• Thanks for your answer Dontwalk! Is there any way i could make these limiters between the smaller windows an perfect linear objec just like in the picture? Dec 20, 2017 at 19:34
• @user5339049 - You can move the Edge Loops by pressing CTRL + "E" > Edge Slide. I would also delete half of the vertices and use the Mirror Modifier with "Clipping" selected. Dec 20, 2017 at 19:41
• you make it seem so easy :D Do you know any good starter tutorial? Dec 20, 2017 at 20:16
• There are a lot of tutorials out there. This site has some quality ones blenderguru.com There is also YouTube. Happy Blendering! Dec 20, 2017 at 20:25
• These are very good, basic and short tutorials vimeo.com/nhirsig/videos Dec 20, 2017 at 20:56

I got another feeling about what your question: to me, it seems you wish to have a solid block of "glass" filling exactly those holes.

You can have them "easily" without reconstructing your mesh from scratch.

First, You need to "get the hole" from your current mesh.

In editmode, you need to select one of the interior "face rings"

you can do it manually, here I used a keyboard combination (SHIFTALT) while right clicking on that face

then you need to duplicate this part of the mesh (ignore the tool that shows CTRL pressed, that was the screen capture...)

and then separate it (as another separate object) (again, ignore the tool that shows CTRL pressed, that was the screen capture...)

that's it: now the new object is selected, the wheel is no more.

now in edit mode, you need to add a bottom and top face to this face ring

starting from the bottom one, again, you can select the edge ring manually or use a key combination (ALT) while right clicking on that edge

now you simply create a face filling that bottom edge ring

getting this

then you do the same for the top one

getting this

now getting back to object mode, and hiding the "window frame" you see the new object:

Note: it could be better to recalculate normals (in edit mode select all and press CTRLN).

Now you just need to assign a glass material to it. You can copy it for each other hole (maybe join all copies as a single object) and you should be done!

Note: a comment above telling you can do this as an "intersection" is quite right, but that needs a boolean modifier. In this case it could be faster, but it needs some experience, and you may prefer the steps above.

In any case here is what you need: "another "disc" (here painted blue) crafted to be used in the boolean difference (not intersection) to let the window frame to "cut" six windows from the blue disc.

Here is the disc

Now we put it "into" the window frame

next we add a boolean modifier to the blue disc, ad "difference" and as a target, the window frame object

That's it. Now, if you hide the window frame object, you see the object resulting from the boolean.

Applying the boolean modifier (use the "apply" button) will make this a real mesh, and not a boolean difference anymore.

You could also add a window without remaking the whole mesh. This method isn't optimal, but it's simple, if you want to use it.