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how can i sharpen part of a mesh with the subdivision modifier

You could rearrange the topology with support edge loops like that:
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2 votes
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how can i sharpen part of a mesh with the subdivision modifier

Use creases. Select the edges you want to keep sharp and increase the Crease amount (see example), and then select "Use Creases" in the modifier properties. PROJECT FILE
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How do I remove the strips on the mesh?

Your topology creates these stripes: To remove them, press CtrlE > Un-Subdivide and choose Iterations > 4 in the Operator box: Then cut an orthogonal edge loop with the knife tool (K to ...
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2 votes

How to make christmas lights? A tapered coil of balls or a wrapped cone?

Here is a possible way. You could use geometry nodes to create the spiral. You change some numbers to get the height and taper you want. Then you attach some spheres to the spiral curve and randomize ...
3 votes
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How can I seperate a remeshed object (Remesh modifier/Voxelization) into different cubes?

if you use this geometry nodes setup: then you can apply all modifiers and separate by loose parts after applying. Play around with the size of your cube by changing the scale or size values.
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7 votes
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How would you approach to wrap these two meshes together?

I guess it's doable with GN A classic solution would be to separate each piece, create a plane that you put just in front, subdivide it: Then select one of the piece, shift select the plane, switch ...
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0 votes
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Arrays & Curves & Scaling?

If your goal is to reduce both the size and the gap, first set the curve vertex radius back to 1 and use the Object Offset of the Array, with an empty as Object, and scale down the empty:
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5 votes

How to Apply Modifier on selected faces like applying material on selected faces?

You can limit the modifier effect to a vertex group, but it won't exist in every modifiers, and also it will affect the adjacent faces. Example with the Mask modifier:
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1 vote

How to texture paint this image onto a mirror object?

Once the modifier is applied, check the UV. UVs from the duplicated side will overlap the "initial" UVs.
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1 vote
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Data transfer is making my mesh become dark in colour

The object is set to "Shade Auto Smooth" and it's making the cylinder look like that for some reason. Just setting it to "Shade Smooth" fixes the issue.
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1 vote
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mouth shape is not good

You have inverted normals on some of the faces surrounding the mouth. To see this, enable the 'Face Orientation' overlay as shown below. Go into Edit mode hit A to select All then ⇧ Shift N to ...
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1 vote
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How do I make a messy sculpted surface smooth?

I would recommend you a SubD Workflow for smooth Geometry. I'm going to show you in this example how you can model your ship. Add a simple plane Scale it along the Y or X axis until you have your ...
1 vote
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Boolean tool won't work after several attempts to fix problem

It works for me ... but to be clear - your topology is crazy ... there is no way to end up with something reasonable here ... this is result without your Subdiv modifier (set to 6), that generates ...
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4 votes
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Object to hexagons

If you already have tris you can use dual mesh. Starting with triangular faces such as an icosphere some tutorials use the dual mesh node to change the faces into hexagons. In your example picture, a ...
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cannot apply geometry node for hair curves

There is a workaround to get the realized geometry which is created by the curves and the Geometry Nodes modifier. Add a dummy mesh object (Plane.001) Add a new Geometry Nodes modifier. Then output ...
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1 vote

Boolean tool won't work after several attempts to fix problem

You need to recalculate just the red parts. When everything is blue it should work.
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cannot apply geometry node for hair curves

The problem here is, the Geometry Nodes modifier is a constructive modifier like some others, too. This means it expects a mesh object as base to what it should apply the created geometry to. Curves, ...
1 vote

Shrinkwrap not projecting onto mesh?

You've set it to project in its Y axis (the "Y" button on the modifier.) If we enable the display of axes on your object, we can see what direction that is: It's looking for the mesh in ...
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3 votes
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Shrinkwrap modifier leaving small gaps when applied

it is because your vertex weight of t2 is just 0.8 which means: Don't use it full, just change the outer ring to weight 1 and it will work.
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1 vote
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Separating an object with boolean intersection modifier generates extra vertices

You didn't ask for a solution for Geometry Nodes, but I would suggest you to solve your task with it. It's simpler than it looks at first glance, but this setup should do exactly what you want it to ...
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0 votes

How do I get these two mesh parts to twist and meet each other at a single edge?

Maybe Bridge Edge Loops will do the job for you?
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3 votes
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Creating a round bowl shape with wavy edge

That's a perfect use case for geometry nodes (that's of course just my opinion), so with a node setup like this: you can do these things here:
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1 vote

How do I get these two mesh parts to twist and meet each other at a single edge?

Have you tried to rotate the last edge with proportional editing activated?
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3 votes

Creating a round bowl shape with wavy edge

Start with a cube. Give it a Subdivision Surface Modifier (Level 2) and a Cast Modifier with the Factor set to 1. Apply them both in top to bottom order. This will give you a "round cube". ...
2 votes
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How to connect a Field Node to a Group Input Node? Geometry Nodes Question

Just open the N-Panel, create a new input and set the type to Integer. If necessary, enter a value for Default, Min and Max. Then connect the new Group Input to your Node and you can control the value ...
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1 vote
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Displace Modifier Not Turning my Sphere Into a Blob

Your sphere is simply too large to show a real effect of the Displacement modifier settings. The size of the Clouds texture for example is 0.55, that's almost nothing with a sphere of 100 m in ...
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How to export an animation that uses a curve modifier?

If you export as Alembic to Unity, you need to install Alembic package to add support for your file. Also you need to animate Time parameter in Alembic Stream Player component.
2 votes
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Seamless mesh array modifier

The reason why your mesh doesn't tile well even though you make it symmetric with mirror modifiers is that mirroring only guarantees the vertices of mesh borders will meet, but it doesn't guarantee ...
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Seamless mesh array modifier

Usually the standard way is to create a tiled texture and use that texture in a material for a mesh instead of making the mesh tiled. It's kind of industry standard. Also your mesh is not strictly ...
1 vote

Is it possible to hide parts of a mesh where it intersects with another?

I'm not sure it will work but you could try a Mask modifier with a Vertex Weight Proximity modifier: Select the body (the t-shirt in your case), select all in Edit mode and assign to a new group. Give ...
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2 votes

Redo panel make script triggered multiple times while in "Edit Mode"

One of the other answers skips objects that already have the modifier, but that's not exactly what he's expecting for the redo: it shouldn't add another array modifier, but modify the existing one. ...
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0 votes

array on curve deforming my mesh

You've scaled your curve, as you've applied the scale it has changed the vertices radius up to the scale value. What you need to do is bring the vertices radius down to 1, either in the N panel or ...
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2 votes

Redo panel make script triggered multiple times while in "Edit Mode"

So it is not something related to the 'Redo' panel. Working script : ...
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2 votes
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One of my half round can't bevel

you have double vertices, as moonboots assumed right. Just select all vertices in "vertex select" mode -> M -> merge by distance. Then you will get:
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1 vote
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Transform to close gap in plane mesh without adding to mesh

Faces are an imaginary geometric abstraction. They can't blend, they always flat. (Technically they are consisted of triangles so that can blend by them, though. But it is not that you are looking for,...
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0 votes
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Bezier Curve does not want to work with Array or Curve modifiers

ok, that was a trickier one ;) The problem with your curve(s) are: It's not just one part, they consist of two parts. You can verify this by selecting the curve and press ".". Then you will ...
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1 vote
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Folding out shield for games and animations

Creating the Animation The animation can be created by a rig. The Armature object in this example has 14 bones in total. A Root bone, a dozen of deformation bones, and a control bone for the rotation. ...
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1 vote

Moving objects along array?

Answering this myself, because I realised I'm dumb. The above array was made by parenting (Ctrl+P) the pouch shape to a 2D plane (to avoid the deformation that usually occurs with arrays). It's the ...
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1 vote

How can I remove the instances from the cap and ends of a path with an array

ok, this isn't possible with array + curve modifier (AFAIK) but with this node setup, you can easily make it with geometry nodes: result:
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2 votes
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Ctrl + A in skin modifier with proportional editing

Probably you simply have your circle of proportional editing too big, after pressing Ctrl A scroll the mouse wheel and check in the top left corner the proportional size, and reduce it until it's ...
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fixing odd geometry

Okay, so I managed to solve this by really selecting the vertices that I wanted manually and to offset them, so that the rendering artifacts (z-fighting) disappeared. The geometry itself is a gigantic ...
1 vote
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How would you go about modeling this cosmetics packaging?

Begin with a cube that you subdivide (Number of Cuts > 3, Smoothness > 1): Cut off the bottom, extrude down, mirror with a modifier: Extrude and scale to create the beak: Inset the top faces (...
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