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0 votes

Extend a face along another plane

I would use Edge Slide or Vertex Slide. This allows you to move along an existing edge. The shortcut is double tap G. In this option, you will find that you can "slide" or move along an ...
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0 votes

More Control Over Face Creation

After a bit more searching I found that using Ctrl + E > Bridge Edge Loops after selecting both the inner and outer rings was what I was looking for. Link if you need it: How to fill a hole in face?...
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0 votes

Faces overlapping vertexes but it's not overlapping faces?

I figured it out myself. I was following a tutorial, but their head form was a lot simpler than mine. I turned down the Levels Viewport in the Subdivision Surface Modifier from 1 to 0. It appears to ...
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-1 votes

gridfill error : Connecting edge loops overlap

I ran into that issue and I found that last selected vertex (the one which is white) impacts how grid fill work. I don't know exactly what is happening but you can try to change the active vertex. ...
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2 votes

How to subdivide this face?

If you want the topology to have more or less the same sized and shaped faces with cleaner and mostly quad topology, albeit a bit more manual with a few triangles, you can try this procedure. First ...
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4 votes
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How to subdivide this face?

I guess I would move the cursor to the single corner vert And then delete that vertex and change your pivot point to 3d Cursor And then select the outer edge and Extrude E + Scale S all the way down....
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0 votes

I cant sculpt evenly with missing faces

Ok thanks for your reply and I apologize, I did shift n to calulate normals and nothing happened until I checked the box next to “inside” in the bottom left of the screen, and the results are what are ...
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1 vote
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How to make an object follow path and face the same direction as the other object

If I correctly understand your question, you can give a Follow Path constraint to your object with the curve as Target, then a Shrinkwrap constraint, with the surface as Target, enable the Align to ...
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  • 110k
2 votes

Blender's inset is extending outwards

You have to turn off Proportional Edit by pressing O key. I was messing with the O key earlier for to soft push around the faces, so I must've accidently pressed that while insetting and made it an ...
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7 votes

Paint faces depending on count of vertices

Just to add another small piece to the range of possibilities: This variant captures the number of vertices in Geometry Nodes and translates them into a range of $0-1$, which are then colored in the ...
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4 votes

Paint faces depending on count of vertices

If you want the info all in one material, and the range of polygon-shapes is unpredictable, maybe something along these lines, for re-use: If you wanted a fixed correspondence between color and ...
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5 votes
Accepted

Paint faces depending on count of vertices

with this node setup: these materials: you will get:
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1 vote

bool tools remove the entire object disappears

Your bucket model has overlapping geometry as seen below as a dirty orange color which can cause issues when using the boolean modifier. Go to Edit Mode and press A then press M > Merge by Distance....
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0 votes

How do i make all faces uv look up

There are several way to unwrap, you can use the Cube Projection method for walls for example.
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  • 110k
1 vote

Knife tool, Subdivide faces, edge select do not work in blender at all to make a rudimentary split face

That one lonely edge causes n-gons, making it all harder. Keep your life simple and use loopcuts and quads ;) Use three loopcuts to define the doorframe Select the three faces and press Delete > ...
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1 vote

Knife tool, Subdivide faces, edge select do not work in blender at all to make a rudimentary split face

Use CTRL+R. This will divide the planes along the circumference. And also after pressing the left mouse button will allow you to choose where exactly you want to divide the faces.
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3 votes

Completely fill the bottom of an object that has holes (including the holes)

I don't have a solution for you ... just a note. What you are trying to achieve will confuse blender how to work with Normals. It will generates a lot of issues especially with shading. If I ...
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