Can surfaces between vertices have curves? How did I make this shape and how to fix it?

I am going through a tutorial and creating my model and somehow I seem to have a curve between vertices. I am not sure if I am using some feature but I see no options for controlling it and it simply seems like a surface between 4 points.

Unfortunately this forum will not allow me to upload multiple pictures on my first post, which is understandable but limits me showing perspective changes. This is view is the result of 4 selected vertices only. There is a model behind it but they are not connected.

I can delete this mesh and start over but I would like to know if I accidentally fat fingered a short cut that was un-intended. Since starting to use shortcuts I seem to do that pretty often but ctrl-z usually saves me.

Thanks

Here is a front on showing the 4 vertices up front.

Thanks

Welcome :tada:…

moving any vertice in a quad almost always twists the quad itself or any neighbour… the are not any longer coplanar… you can check this distortion with enableing Overlays → Mesh Analysis: Distortion…

The skill is: not to overdue it… or to make two triangles from it… and you will see there are two possibilities to “bend” this surface…

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@Okidoki

Thanks for the response and sorry for my delayed response. As you can tell I am fairly new to this and figured this issue would mess up my UV mapping for textures.

It took me a while to find the overlay drop down but it seems this option is greyed out. Any other tips?

Also is there a way to quantize the surfaces so that they convert back to planes or a way to prevent curving a mesh generated from cubes when modeling or would that break basic functionality?

Thanks

It’s greyed out because you have x-ray toggled on… it makes no sense to show the analysis if you can see through everything…

If you move one vertex of a cube non-planar to the surfaces in which it is involved then there is no way to make it planar again without returning to the cube form… if you select one distortated face and scale it to 0 one the normal the it is planar… but then you distort some other faces… you seek the imposible…

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Thanks. I feel as though I am simply showing my ignorance. I am still learning so thanks very much for your help.

As long as you try to understand… that’s fine… there are people who repeat : “but it should” for mathematical proven impossibilties… …and then even start to blame the developers or anyone…

They… will never learn… anything usefull… so you are on the powefull side of knowledge-seekers :wink:

[i could swear there was another reply… which replied to… or i mixed somethign up :wink:]

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If you’re asking what I think, under the RMB, if you have looptools enabled, (and you really should :wink: ), choose “flatten” and that will make the face planar again. I think there’s something similar in the 3D print tools as well.

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@colkai

The hardest thing when learning a new tool is learning all the terminology. I apologize for using the incorrect terms but you correctly interpreted what I was trying to do.

Thanks so much. I did not have looptools enabled but once enabled it quickly allowed me to fixed this issue. I asked for a means to fix this and you provided the solution.

@Okidoki

Yes, the system hid my post for some reason. It needed to be reviewed probably because I used the term “ignorance” and it needed to know if I was denigrating anybody before posting.

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Glad I could help.
Looptools is, for me, an absolute must to have enabled. It has so many cool features. Definitely advise doing a search on “Blender Looptools” on youtube, a few really good videos showing it’s power. :slight_smile: