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A mesh is a collection of vertices (points in 3D space), edges (lines connecting two vertices), and faces (polygons formed by three or more edges, typically triangles or quads). Meshes are the most commonly used object type in Blender and serve as the basis for 3D modeling, animation, and rendering. They are versatile and can represent a wide range of objects and surfaces by manipulating their geometry.

5 votes
Accepted

Is there a way to split a hollow mesh by faces?

Here is JachymMichal's (deleted) a bit polished answer. With all vertices selected: press ⎇ Alt+M Split > Face by Edges press E (Extrude) S (Scale) press P (Separate) by Loose Parts Scale works for …
vklidu's user avatar
  • 37.2k
8 votes

Add polygons to extruded 2D object

version Remesh If you want an even grid also on edges you can try to use modifier Remesh > Sharps or Blocks modifier directly on Silhouethe object... just use Solidify modifier before Remesh to let i …
vklidu's user avatar
  • 37.2k
5 votes

Is there a way to put this bent leg straigt?

You can ty (not already so new) Sculpt brush > Pose ... and polish with Smooth brush. BTW ... would be more efficient to simplify or retopo your model it saves you a lot of process headaches :)
vklidu's user avatar
  • 37.2k
1 vote

Cleaning up overlapping meshes

Would not it be easier to start with one segment ... Array modifier Lattice modifier Curve modifier Apply modifiers and manually adjust each one to real? BTW ... Human Skeleton is quite accessible …
vklidu's user avatar
  • 37.2k
1 vote

3D-Print Addon - Zero Faces

What I understood ... Zero faces are faces too small to keep such detail in print and would be degenerated (simplified) by printer in final result. In reality ... Each printer is capable of some minim …
vklidu's user avatar
  • 37.2k
1 vote

Removing superfluous vertices in a large mesh

2.8x Join all objects (Ctrl+J), in edit mode (Tab) select all vertices except top rim and delete them (X) enable addon TinyCAD and with all vertices selected press (W) > Tiny CAD > XALL Intersect Se …
vklidu's user avatar
  • 37.2k
1 vote

Odd artifact in mesh only when rendering in cycles, starts at third frame

One additional cut it solved. But ... I cant find what it cause. I checked face orientation, shading type collision, make face planar, deleted all 88 thousand duplications (merge by distance), de …
vklidu's user avatar
  • 37.2k
5 votes

Meshing a smoke simulation

Sorry, my post covers generating smoke as a single mesh in Blender 2.79, and not an entire smoke sim anim, due a buggy particle system (or smoke cache). … It means - it is possible (with some headaches*) to generate mesh from particle system represented by metaball objects, like this ... …
vklidu's user avatar
  • 37.2k
6 votes
Accepted

Is there a way to add a color legend in the mesh analysis?

That is what Mesh Analysis measure. … But same as Mesh Analysis it generates "weird" colored faces that Are mathematically correct. …
vklidu's user avatar
  • 37.2k
3 votes
Accepted

Is it possible to select only the faces that form the first "level"?

Select few unwanted faces (one in each X, Y direction) Search for Select Similar > Normal Separate P by Selection and hide newly generated object For faces oriented Z use type Co-Plannar because type …
vklidu's user avatar
  • 37.2k
1 vote

Deleting voxel artifacts (averaging small geometry)

Not an answer ... v01_Vertex Group I wanted to isolate mess on edge by curvature with Pointiness node (only for Cycles), Bake ... ... and use this texture for VertexWeightProximity modifier to conve …
vklidu's user avatar
  • 37.2k
3 votes
Accepted

Deleting Objects With a Mass or Surface Area Less Than

Join objects together Ctrl+J Select one small face and search for Select Similar > Area (listed for Face select) If you want to keep objects separated, just select all needed objects and switch to …
vklidu's user avatar
  • 37.2k
0 votes

Bending with Curve Modifier doesn't follow curve

More info in comments. Just for you before closing your question and because seeing my answer with A letter I was a bit confused with orientation again ... :) Here all rotations zero ... just orient y …
vklidu's user avatar
  • 37.2k
1 vote

Rubber cloth preset looks wrinkled on character mesh

One thing is - less vertices = more solid. I would say your topology in that place self collides. Current self-collision distance cause overlapping a space of several faces in their Normal direction. …
vklidu's user avatar
  • 37.2k
3 votes
Accepted

Easy way to rotate all vertices along desired shape?

Depth to something you like Geometry > Bevel > Resolution to zero (it brings default round profile shape to square, like your) You can easily adjust curvature and if you would need to continue with mesh … object, just search for Convert to Mesh operator. …
vklidu's user avatar
  • 37.2k

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