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3

Please watch that tutorial with caution, at the left bottom side you can clearly see that he uses Loop cut shortcut Ctrl+R, this makes edge in the middle of your mesh and by scrolling your mouse wheel, you can make any number of cuts you want


2

Press AltZ to see by transparency, you can see some inner faces, delete them with X > Faces: Also you need to merge your vertices (press M to Merge by Distance and play with the threshold value in the Operator box until the vertices merge): Also, when you've extrude, enable the option called Transform Correct Face Attributes in the Options panel on the ...


2

It is a shame that there's no shrinkwrap/edge. However, shrinkwrap/nearest point works just fine on meshes with zero area faces, so you can basically do the same thing by some simple changes to your shrinkwrap target. If you give the target a wireframe modifier and set the thickness to 0, your shrinkwraps to nearest points will be shrinkwraps to and edge-- ...


2

Somebody is going to come up with a simpler way to do this... It's a shame Blender doesn't have 2-point vertex parenting, as well as 1 and 3-point parenting. I don't think it would break the grammar of the interface too much, with sensible defaults. I can't think of a way that doesn't involve parenting target Empties to vertices. If I'm right, and you have ...


2

If you have duplicated an object and checked linked when you wanted to model them separately you can unlink them. Here is an example: If you have duplicated the mesh in edit mode, then separate them by selecting the mesh you want to separate, right clicking and choosing separate. Here is an example:


1

Pressing K on Edit Mode you can see at the bottom of your blender window every shortcut you can press to have the desired cut. What you are looking for is pressing K first and then Z to cut through. Every tool has many choices that you can see at the bottom of the window when you press the corresponding key.


1

I'm not sure if this is what you mean, but if you adjust your background image a little it almost perfectly lines up with a circle. Here I have a cylinder with 16 segments and it matches the shape of the headphones: I don't know what tutorials you're using but I would suggest a few things to make it easier: cut the headphones in half and use a mirror ...


1

I think you're more or less in the above situation, with one ngon face as a slide: On the left, the shape before subdivision, one the right, after subdivision: The subdivision extends faces and in consequence some blue part are going over what was orange before. To correct it, you need to modify the inner mesh (in edit mode): A first possibility is to ...


1

So, the problem is, we want to sculpt, but the legs are in the way, so we can't easily sculpt what we want to sculpt? There are a number of solutions to this problem. They all work slightly differently. One thing we can do is mask the legs for purposes of sculpting. We can select a mask brush, then sculpt over the legs with that brush, making them ...


1

As all mobius strips, there is no 'inner faces'. There is no inner 'edge'. There is but one 'edge', 'The' edge. As well as only one 'face'. Study the topology yourself, this is the main property of the mobius strip


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This is, actually, not a glitch. When you extrude an edge, a vertex or a face; Blender 'copies' the UV coordinates of the extruded part to the new part so, in your case, the new edge that you created has the same UV coordinates as the one you extruded it from, hence the weird result you see here. Let me explain : In this simple scene, I have a plane with a ...


1

To follow up on gorgious`s point I just realised your mesh is incredibly huge after reading his comment and instead of 'playing with the camera clip min and max distance' like gorgious said just try selecting your mesh and press 'S' to scale and type in a small value like '0.006' to decrease the size of your object. Now press the period key on your keyboard ...


1

"Unsubdividing" but only in a single axis: 1: In edit mode, edge mode, select an edge ring. Ctrl alt RMB on an edge does that for me, but our interfaces may vary. Here, I've also hidden two edges to act as "stoppers" for the selection-- you can do similarly if desired. Use a "checker deselect" operation. I generally use this ...


1

I just had this same problem, but Overlays was turned on. The problem was that in the Subsurface modifier the Optimal Display box was checked. I unchecked it and the mesh appeared instantly.


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