Blender won't make faces

I am working on a tutorial making a train wheel. I took a circle and extruded and scaled to make 3 sides, left side, top, and inside. the instructions say to box select the vertices on the right side of the wheel which I did. Then to apply faces those vertices. I then went to cntrol f chose make faces/edge. nothing happened. With the vertices still selected I just tried the f key. Still nothing. I ended up having to select 4 of each vertices separately and hit f key to make the wheel closed on the right side. Very time consuming. But I don’t know why it wouldn’t work when selecting all the right side vertices. Can anyone help with this? :confused: I’m confused since it was a tutorial for 2.58 which is what I use. thank you in advance.
Jacki

Did you turn on the addon in the preferences panel for Looptools? I cannot tell exactly where the problem lies, but this addon allows some very good multiple face creation.

I’ll look at it in the morning, let ya know. :slight_smile:

Blender can connect 3 (bad) or 4 (good) vertices only to form a face. So the area you want to fill should contain vertices which add up to 4- or 4-vertex patches.

And the normals for the vertices should point all to the outside or the inside of an object to form a face. If these conditions are met you can use the f-key for creating faces.

One common problem is that if you extrude with the e-key every time you press “e” a new copy of the selected vertices is generated. They will be stacked at the point of origin, leaving you with bunch of vertices in one spot.

To remove doubles select all vertices in edit mode. Select the vertex-window by pressing ctrl-v the press d for “Remove Doubles”.

To align the normals to point outside press ctrl-n (or shift-ctrl-n for pointing inside)
After that the f-key should fill your quads (good) and tri’s (bad).

Try uploading pictures of problems that you are having as well, since this could give subtle clues as to what is going on. For more complex issues, include a Blend file.

Blender can connect 3 (bad) or 4 (good) vertices only to form a face

good or bad depends totally on the purpose of the face.

And the normals for the vertices should point all to the outside or the inside of an object to form a face. If these conditions are met you can use the f-key for creating faces.

You can’t control the direction of the normals for vertices without faces. Besides, it doesn’t matter what direction they’re pointing at. If the vertices are in a correct position, you should be able to create a face.

If I knew how to take a screen shot I would. Please tell me and where to find the picture and I will post the problem.:o

The attached .blend-file contains four vertices.If you select them in vertex mode and press the f-key they will not be filled to form a quad. Even if you connect the open ends with an edge and press “f” the result will not be a single faced quad either.

However if you generate a plane you can move the vertices to the location of of the other vertices and it will still be a quad with one face.

Hi guys!

I have included a picture of my wheel. I enabled the add-on as was suggested and trying different key commands I finally got the faces. The F key only seems to work for a single face. The Shift F key is just wrong, and is a typo in the tutorial I’m using. I went to control F and that brought up the faces menu. There is the choice of making faces/edges which is the same as hitting F. So I tried the Fill command which is Alt F and that worked great! Looks just like the tutorials faces. Thanks for your help and ideas:D
[ATTACH=CONFIG]149329[/ATTACH]

Because the 2 vertices at the open part are not in a correct position, so exactly what I mentioned.
When 1 vertex is pushed too far inside, crossing the invisible line between the 2 vertices it should be connected with, Blender cannot find a quad. Simple moving 1 of them slightly left or right solves it.

Yepp, inside vs. outside.
That has been what I tried to explain in simple words.

http://blenderartists.org/forum/asset.php?fid=145858&uid=99965&d=1311913767

Yepp, inside vs. outside.
That has been what I tried to explain in simple words.

you talk about normals. I can create faces from vertices with normals pointing in every direction. The normals are unrelated