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2 votes
Accepted

Triangle bool topology fix for bevel workflow

You could try this topology instead: If you need to make the bottom rounder, create this topology: Result with a Subdivision Surface:
moonboots's user avatar
  • 168k
0 votes
Accepted

Solving smooth shading artefacts as a result of a circle on a non flat surface

Create your 16 vertex cylinder, add 3 vertical edges, select the vertex at the center, bevel it: Tweak the parameters of the Operator Box to get a circle: Extrude inwards, add this topology: Bevel ...
moonboots's user avatar
  • 168k
2 votes

I'm unable to split a face in half

You have messed up geometry there, I do not know what exactly you did or were trying to do. But first of all, when you select the front face, the edge in the center is not selected - which means it is ...
Gordon Brinkmann's user avatar
2 votes
Accepted

I'm unable to split a face in half

You need the Knife operation (Hit k in edit mode). Select the start and end of the cut, press enter.
Daniel Möller's user avatar
4 votes

How to properly bevel a sharp cube cut in the sphere?

You could select these edges as well: Bevel, now your corner are sharp: Correct the topology: In the shared file, add this edge loop (CtrlR): Move it slightly forward and you should not see any ...
moonboots's user avatar
  • 168k
3 votes
Accepted

How to round vertices of subdivided mesh?

If you want to assign several colors to your objects, rather than assigning a different material per face, it's much more convenient to assign one material to the whole object and use the texture ...
moonboots's user avatar
  • 168k
2 votes
Accepted

Merge by Distance/remove_double removes 0 vertices when scripted with bpy

Your problem is caused by altered unit scale, which apparently you have to use to recalculate the distances on your own: ...
Markus von Broady's user avatar

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