The Boolean modifier has several modes, reflecting 3 of of the mathematical Boolean operators: AND, OR and AND NOT under the names Intersect, Union and Difference.
In order to use it as a 'Cutter' you would select Difference. It's easiest to see what's going on if the cutter object is set to 'Wire' in the object's Viewport Display.
Sometimes, the Fast ...
I think the main issue has to do with the self collision.
First thing is to assign the edges to the vertex group, but I think you already did that
In physics properties ---> cloth ---> collision ---> enable self collision
And finally I added a second subsurface modifier after the cloth simulation
Grid Fill seems to work fine.
Select your top edge loop:
Press CtrlF > Grid Fill. In the Operator box (pop-up box that appears on the bottom left of your 3D view and allows you to tweak the parameters for your last operation), put the Span value at 1:
You're bevelling the edges of the face and increasing the bevel so much that it's overlapping. The actual geometry of your object is fine. Looking at your first image, it looks as if you just want to bevel the corners on the ends in which case you should go into edge select mode (2 on the keyboard - 1 in the image below) and select the two end edges of your ...
The Remove Doubles command was replaced with Merge by Distance, but it's still in the same location. In Edit mode, go up to the Mesh menu, then Cleanup, and finally Merge By Distance. You will get the contextual popup down in the left corner where you can adjust how close the vertices should be before they are merged.
If that's what you are asking, that is.
If you really want exact placement of a vertex, and snapping won't accomplish this, then you're probably going to have to use the Sidebar. To open the Sidebar in your current 3DView, type N. Type it again to close the Sidebar.
When you are in edit mode, and you select a single vertex, the Sidebar will contain location data for that vertex in the Item tab:
You can apply the scale of both your objects, recalculate the normals, use Boolean/Difference/Solver Exact and scale a bit so that faces don't overlap and it seems to work. If the scale is a problem maybe try with a simpler topology?
Perhaps UV > Project From View Bounds is what you need ?
In Edit mode Select only your door.
Go into Front Orthographic view.
Open the UV drop-down menu and choose the Project From View (Bounds) option.
The door image in the UV editor should now be mapped perfectly to your door mesh. If the door is too wide then select the door mesh and scale it in the ...
The End Frame is set to 250 frames, increase this value (bottom right of your Timeline editor), otherwise it will only play 10 seconds. You can also display seconds rather than frames: enable View > Show Seconds.
When you create a material it gets assigned automatically to the whole object (in your scene the "Cube" object, which is not a layer but a 3D object).
To manage your texturing you have to create as many materials as the number of different textures you need to use, and assign in edit mode all different materials to the selected faces.
If at the end ...
You can give the object a Displace modifier. along Normals, and animate the strength:
This can be modulated by aiming it at a vertex-group, to vary the inflation along the vessels, or combined with a Solidify.. there are various possible elaborations.
Here, a Corrective Smooth has been added at the bottom of the stack, to iron out intersections.
You may ...
As of 2.93 (perhaps earlier) you simply create a VSE-scene (call it 'master' or similar) and any number of other VSE-scenes containing the different video-clips. You can then add each scene as a strip, and set each scenestrips input to 'Sequencer'
There seems to be some difference in contrast (or some other image-parameter) between an original VSE-scene and ...
In desperation I RENAMED the offending texture files and rebuilt everything which fixed the problem. AND this model is the ONLY model with the textures so it wasn't a problem with another model having the same textures. Still it would be interesting to find out why removing an imported object and replacing with an imported rebuilt object with different sized ...
Greetings George and welcome!
There are a couple of different methods that come to mind to fill the gap you have pictured there.
Hit F on the keyboard with both edges you have selected there and it "fill" the gap. Take note this will leave you with an extra edge you will probably want to dissolve so that all four edges are properly connected.
.glTF file imported to Blender has textures packed.
You have to click Unpack icon in properties panel (accessible when image node selected in Side panel N) ... Blender Creates texture folder (directory) where textures will be stored.
Or you can Unpack All see Manuall.
Than you can navigate to this directory and rename your texture files.
Note: ... but ...
Array and Curve vs Array with Object Offset.
To demonstrate the difference between two setups. Add a simple joined 2 edge mesh. -1, 0, 1 along $X$ axis (all y and z coords 0)
Array & Curve
Add default Bezier circle, and on edge mesh a default array modifier, fit the circle and a curve modifier also pointing to circle.
Notice that the mesh is deformed ...