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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.

2 votes
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how to combine free floating meshes

In Edit Mode select all A, press W > Remove Doubles.
cgslav's user avatar
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2 votes
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Correctly filling a convex and concave mesh from curves

You should retopolgize this mesh. It is pretty simple with method I will present (if this kind a mesh will suite you). …
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1 vote
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How would I recreate this arched pillar from Vanishing Realms?

Final result: Modeling: It's extremely simple. Just add a Cube. Go to Edit Mode. Select bottom face and extrude (hit E) it down in the Z axis, after extrude - scale it down (hit S). Repeat for ev …
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4 votes
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Bending a pole with wind

Final result: It's animated wind with changing strength. Steps: Create Cylinder with only 6 vertices and some small radius (for me it's 5cm). Go to Edit Mode and add 3 Loop Cuts. Select bottom E …
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1 vote

How to bend the shape

Topology First of all if you need to bend a mesh you will need proper quad based topology. This will allow also to add Subsurf Modifier later on if needed. … Add to your scene Bezier Curve and place it accordingly to your leaf mesh. For example: After that add Curve Modifier to leaf mesh and select Bezier Curve as Object. …
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1 vote
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Increasing mesh detail from existing model

Merge two bottom vertices (I think only this particular mesh has this issue). Delete one side of the mesh. Add Mirror Modifier and select Axis accordingly to your mesh and check Clipping. … Make Loop Cut trough the mesh. …
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6 votes
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Dark Blobs in Edit Mode When Zoomed Out

You are seeing it because mesh after using Subdivision Surface modifier cross boundaries of your low poly model and those have color with very low opacity but still visible. …
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3 votes

Fill a solid corner topologically correct

I've tried some methods with Bridge Edge Loops, Grid Fill and such, but I think that the fastest way would be this one: Remove corner Edge. Select Edges around one corner wall. Turn on Snapping to …
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6 votes

What is the best topology for this odd shape?

Version 1: Low poly. This is topology which is focused on small amount of polygons. Edge Flows aren't so good and using Proximity Loops will be pretty hard, but nevertheless both methods are working …
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1 vote
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Circular edges on a plane with example

You can use LoopTools add-on, turn it on it the User Preferences: After it select outer rim and press W > LoopTools > Circle.
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17 votes

How do I create a star extrusion to circle?

First of all, your Circle should have the same amount of vertices as your Star (or it can have more but then it will be more complicated). Also you can add Circle in Object Mode and join (Ctrl+J) it …
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1 vote
Accepted

Discard mesh zones from solidify modifier

You can choose which part you want to solidify by setting Vertex Groups. Go to Edit Mode (TAB) and select vertices you want to solidify. Go to Data tab and under Vertex Group section add ('+' sign) …
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3 votes

Why Boolean modifier is not working

On "Curve.014" mesh you have unnecessary overlapping Edge Loop, and this is why Boolean won't work. Just remove them and everything is ok. … Also consider making this mesh with quad topology as a good practice, it's pretty easy with this one. Or just don't bother if you don't need proper topology. Edit: Extruding both ways. …
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6 votes
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Turning incidental triangles to quads

Try not to think about quad topology but about Edge Loops and how can you use them along the mesh. If you will work that way, quads will come naturally after some time. …
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1 vote
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Meshes won't go away

Your meshes are on different Layer. Select it or add it (the Layer) by Shift+MouseClick and you will be able to select them. If you don't see them - as they are just simple lines; press Z to go to …
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