I’m not sure if it’s me enabling something but now all my extrudes seem to be locking onto an axis. It’s just not the same as it was before. I’m trying to extrude this vertex with snapping on and it’s going all over the place, of course not the place I want.
Trying to snap to the vert in the middle of the bottom three. It’s “locked” on but couldn’t show this in the screenshot tool.
Then when I left click it snapped to this one instead.
Changing the movement axis (local, global, normals) doesn’t really help.
Thanks I will try these things. I didn’t start having a problem until working on the knight chess piece, not surprising I guess as it’s the start of working with, erm, non-flat shapes? I know what I mean anyway
Main menu > windows > screen shot
Oh I didn’t know Blender had a built in option for that! Nice, thanks.
Edit mode:
I’m not sure what is happening with the edges that are visible in object mode, is there more than one edge on the same geometry? I’ve removed doubles on the whole mesh already.
Select the two vertices and press f IF not yet a face is in place. Otherwise (if face) >then press j .
Ah those yellow lines, edges are useful info. They are actually telling you something is ‘bad’ with the mesh. It might be internal faces, non joined verts, all sorts of those things. When I see them I am pleased, lol, as I then go in and sort out the issue.
You might have made edges with F when there was a face there already and J to join by cutting the face should have been used.
F makes a join between verts or a face if more than two are selected.
J cuts a face and joins/connects the selected verts.
So if the face is there use J if there is no face then use F.
After you did merge by distance. You don’t have double vertices (nearly) on the same spot! True! But!, you still can have faces occupying the same area!.
In edit mode you can click on a face, and click again. Blender UI will select the face behind the first face (if one is there).
Select a face and ONLY delete the face. rebuild face(s) with correct vertices.
Your previous problem, was because you have the mirror turned on And probably CLIPPING switched on.
With that, you can not move vertices on the mirrored axis to the other side. The centered vertices stay in the center.
You might have made edges with F when there was a face there already and J to join by cutting the face should have been used.
Yes, pretty sure that was it! Thanks. I deleted the edges and used J and it seems to have fixed that problem. I did remove quite a bit of verts/edges though as I think I made a mess.
I am trying to increase the detail a bit by subdividing and I’m getting this weird issue where the new vertex seems to snap to the middle of the the x-axis. I used J here to split the face. I was trying to improve the topology by making the quads flow a bit better, but some aren’t sliding as I’d expect.
Select a face and ONLY delete the face. rebuild face(s) with correct vertices.
Thanks FedPete. Is there a way other than looking at the statistics to see if I have more than one face selected? I find it hard to tell at times.
Edit: Ah, the issue in the gif above is due to the clipping being on in the mirror modifier. I guess I can just turn it on and off when I need to move those verts, maybe?
If you just use a click with your mouse, only ONE item (vertices, edge, face) is selected!
When using this in combination with shift and or control you can select more.