Result comes from fact that by draging only one vertex of a quad become non planar face, by drawing as two triangles (there is not any other mathematical way to result). In your case is one side triangulated in shorter direction and second in longer.
Yet not sure how final surface should looks like for you.
But if I got it, would be easier to create like ...
When you have trouble with Normals, i would highly recommend the following.
Go in the Viewport Overlays and activate "Face Orientation"
You should now see red and blue overlay on your object (blue face direction should always point outwards, red the backside of faces and should only point inwards)
Go in Edit Mode and press A to select all
Press Shift+N to ...
Here is a node tree to create a spiral from a Wave texture. It takes generated texture coordinates, splits them, and converts them to polar coordinates with the atan2 node and the Pythagorean theorem. It then adds the coordinates together so that the texture rotates as you get away from the center.
The Greater Than node acts as a threshold, to have a clear ...
Your handle isn't entirely cut from the mug.
There are seams on only three edges, one is still connected.
Disable the Subdivision modifier to see the edges better.
This is one of many ways to unwrap a mug handle.
Notice the seams separating it from the rest of the mug
Alt + M > Select "By Distance" will Merge Vertices that are very close to each other/share the same coordinate. You can also change the distance for this in the bottom left corner of your screen.
Alternativly, if you've accidentally created two identical meshes sharing roughly the same space, you can select one part of your mesh and hit CTRL + L to select ...
using Mesh/Cleanup/Limited Dissolve. Mesh Menu in Edit Mode.
using a Mirror Modifier to keep both sides exactly the same. This means you would delete one side, right or left and let the modifier keep the sides in correspondence. The modifier can merge the middle vertices.
Delete the loop ring. Then Bridge Edge loops on the two open loops which ...
With the desired faces selected, go to Select > Select Loops > Select Boundary Loop.
If you use it frequently, right click on Select Boundary Loop, and add it to the Quick Favourites menu (Accessed by Q)
For two triangles can use the rotation difference of the hinge edges adjoining face normals. In angle axis format this will be the angle required to rotate, and axis should be parallel to the hinge edge.
To use, edit mode, edge selection.
Select hinge edge.
Shift select edge on tri face you wish to rotate to
Hit run script.
To Rotate the vertex into the plane, follow @Lemon's answer, or a variant.
To Project the vertex onto the plane:
With pivot set to 'Active Element'
Create a Custom Orientation from the face/ 3 vertices which will remain stationary.
This is the '+' in the Orientation dropdown. You may want to add this to your Quick Menu, or create a shortcut for it. You ...
I think the answer is: yes you can.
Select the connecting edge and snap the 3D cursor to it
Set the pivot point to 3D Cursor
The connecting edge still selected, add a custom transformation orientation and keep it as orientation
Select the first triangle (the target)
Use ShiftNumpad 1 or ShiftNumpad 3 to be in orthographic view aligned with this ...
The answer is: You can't.
But you can trick Blender to do so:
Let's say we have two triangle faces in random locations. They are part of one object:
What we can do to align the faces is this:
1) Since we cannot automatically align the faces in edit mode, we will select one face, and P to separate it into another object, and transform origin to geometry:
It is impossible to exactly reduce the amount of faces of an object, but there are tricks to doing so:
1) Use the decimate modifier, and adjust the settings while watching the faces-count and the quality of the object.
Here's how this works: Go to the modifiers tab, and select decimate. Then set this modifier to un-subdivide. The modifier will show the ...
You almost got it right.
Just use J instead to connect the vertices.
1. Connecting vertices across a face
Vertex > Connect vertex path
2. Connecting free floating vertices
Vertex > New edge/Face from vertices
Unfortunately i dont know a way to display the normal vector in the viewport.
Here are two options to get the normal vector. I'd say it depends on what you want to do with the normal vector after getting it...
Option 1 Python:
mesh = bpy.context.object.data
selected_verts = [v for v in mesh.vertices if ...
Helpful tricks to use when moving/scaling/rotating an object: to move on two axes while scaling/moving/rotating press S/G/R then SHFT+(axis you don't want to transform on). This will allow you to move on, say both X+Y axes, but not the Z axis if you press G-SHFT+Z, or only scale on X and Z- S-SHFT+Y.