Tab into edit mode
Enable the 'magnet icon' which is the snapping tool.This is used to snap an edge,vertex,face,volume etc.
Next, enable the other icon which has 'two dots in the corner and a line connecting it'.This is the 'Auto merge' option.It is very useful and it automatically merges overlapping faces vertices or edges. But Auto merge doesn't remove ...
Make a cube and subdivide with 3 cuts.
Delete all top and bottom vertices to make your hollow square for the base shape.
Add some more loops at the edges to support subdivision later. (New loops highlighted)
Now, for each side, delete the center vert and Scale the surrounding 4 corner verts closer to the center with S until you get something close to an ...
You can't do this directly with the inset tool. Instead I would do this using loop cuts.
Hover near one edge of plane one and type R to start the cut. Type 2 or scroll the mouse wheel to get two cuts. Left click twice to finish the cuts:
Immediately scale the loop cuts along the axis they're perpendicular too, in this case, the x axis, by typing SX to ...
Here's what I would do.
Here's a replica of your mesh.
Select the bottom vertex in Edit Mode as shown. Hit N on the keyboard to bring up the properties menu and click on the Global. Copy the Z of the vertex.
Select the bottom left two vertices and extrude them along the Z Axis by pressing E and Z consecutively. The location is irrelevant.
Don't select ...
As @Allen Simpson has mentioned, you might look to modifiers to do the job. Staring with a single-skin bar, with enough subdivision to accommodate the various hole-frequencies, this stack does a reasonable job of turning a vertex group 'Holes' into holes. (Top to Bottom):
Bevel. Vertices, Absolute,2 segments, limit: the 'Holes' vertex group
Mask. The '...
Assuming this is a right angle, I would:
Turn Snap -> Vertex on.
Select one of the narrow faces that is inside the corner.
Extrude, and snap to the far edge of the other narrow face (the corner is now filled, but we’re not done).
Merge -> By distance.
Navigate your view to inside the geometry, and select the two narrow faces (...
You simply can't. Or not as flexibly as you would probably wish.
When doing a manual bevel with ctrl + B you can open a menu with all the options for the bevel with the F9 key tho this will not be accesible after you did another Action which is already something like toggling to object mode.
Another way is to use a weighted Bevel modifier. For that you ...
You can't see the vertices because the solidify modifier is covering it. You can either :
Turn on X-Ray mode with Alt+Z or the toggle button on the top right or bottom right.
Enable cage edit in the modifier. Multiple modifiers have this option which allows you to edit the mesh as if the modifier is already applied.
Managed to do that by @Hrishav Saha's solution
at first I tried editing those areas but due to the very high amount of verticies, It was impossible (I had frame drops)
I started by selecting the areas that I want to edit: (with circle select)
if some verticies are missing, just press Ctrl + Num+
Now, to make these areas a separated object (so the amount of ...
Using 3D cursor for this is a quite classical way, but there is an easier method, using snapping:
Using 3D cursor is useful, though. For example, when you need to snap at the center of a circular shape.
You've moved your armature in Pose mode, so it is not aligned with the Rest pose anymore. The Rest pose will show the bones as they are in Edit mode. To reset the bones position, select them all in Pose mode and press AltG (reset location), AltR (reset rotation) and AltS (reset scale).
When you duplicated the objects, you must of pressed Alt+D which duplicates and links object data. To separate the object data so they can be edited separately. Select the objects that are linked, go to Object > Relations > Make Single User > Object & Data
If you mean that you can see the two windows at the same time (like from a second monitor), it is impossible (for now, and it may stay like this). The mode of an Object is like a state it is in and the object just can't be in two different states at the same time.
You probably have noticed that when you switch from one Mode to another, you can undo it with ...
Inorder for your inset faces to work, there has to be an existing face.
right now, I guess, your mesh looks like this
If you inset the vertices which are active in the above image, you'll only get the dotted lines
Inorder for the inset faces to work (here), you'll have to fill it first by selecting those vertices and pressing "F" key
Once it's ...
go to preferences -> keymap -> key-binding and search for "+". Looks like you have something else referenced to same key.
If this doesn't work, please provide screenshots of your search result for "mesh":
Not that it isn't annoyingly slow, but if you make a cutter cylinder :
And then duplicate it to create a filler cylinder with ngons removed and inner circles bridged:
Then if you make sure the filler has its ends co-planar with the boolean base, and the cutter is slightly extended, you can first boolean > difference cutter than boolean > union filler ...