Extra vertices while modeling?

Okay so I had a cube, deleted the left half and mirrored it to model a person, and everytime somewhere along the way this happens. I am following this video for a tutorial (https://www.youtube.com/watch?v=F1CTfis1TEg&index=2&list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM) and doing everything the same so I’m lost

Here is a pic of the vertex I am trying to alter


After I pull it, 2 extras(2 and 3) are grabbed from underneath while leaving the desired one (1) behind


Here is a zoomed out pic so you can get a better look at the whole object



Any help is appreciated.

Your attachments are broken.

Here’s the pic after I pull Vertex Number 1
sorry about the attachments


yeah we cant see the attachments.
i used the same referance image for one of my characters and here is as far as i got. could not bother to make hands and feets.
also the topology around the chest is broken cause i originally had the underwear as a part of the body intead of as a separate object. i a also never really finnished the underwear so looks kinda wierd.

take a look, maybe you learn something :slight_smile:
(also the hair is broken, didnt bother to make the topology right so just stay away from edit mode on the hair xD

Attachments

characterattempt2.15.blend (1.56 MB)

the attachments are fixed sorry.

I still can’t figure this out no matter what I do sooner or later my model ends up like this with extra vertices and lines
I’m at a complete loss:spin:

This won’t be going anywhere in a hurry. Upload the .blend, maybe it’s possible to reverse engineer what might have happened with it.

One possible reason could be that you’re not pushing the right buttons. Not just because 100% of all the people who have said “I did exactly as it says in the tutorial” haven’t actually done so but because it’s easy to press the wrong ones. If you’re using qwerty layout, you have box selection key (B) and circle selection © and between them is rip (V). It rips edges in the direction of the mouse cursor and could give those kind of results.

Another possible reason is that the tutorial instructs to enable modifier on the editing cage (fourth button on the modifier header) which allows to select on both sides of the mirror and doesn’t show edge connection visualization with selected vertices. It would also show mesh mirrored on itself as extra vertices with their connections. That could be caused by not mirroring on the correct axis, mirroring on multiple axes when only one side is deleted, or because the object has unapplied rotation.

Object mode, 3d view properties (N) to show the transforms. Could check the rotation (should be 0,0,0) and scale (should be 1,1,1). If they’re not, ctrl+A -> rotation/scale to apply. Check the modifier axes, it should be mirrored only along X if the orientation in the screenshots is the prefered one. Edit mode, select all (A) and W -> remove doubles shouldn’t hurt either. Disabling the mirror visibility on the editing cage could help to notice better if something goes wrong.

untitled1.blend (437 KB)

Here is the blend file

I followed your link to Daniel’s tutorial. In the first minute, he mentions the need to review part zero of that series (which I didn’t find readily available) to discover some of the MODIFICATIONS he has made to his version of Blender. Now, I don’t know if these modifications are a patch, an add on, or just changing some default behaviours, but if you don’t set your Blender up exactly the same way he sets up his, you will not be able to follow his tutorial, and attempting to do so will result in some very hard to explain mistakes.

Now Daniel has another Anime Character Modeling tutorial, which, iirc, is just straight Blender modeling, and does not rely on any shortcuts or modifications to standard Blender. I’d suggest you follow it, instead.

(My Anime Girl was done following that tutorial, by the way)

Welcome to BlenderArtists ::smiley:

Removing the doubles did the trick:D

Any idea how one can accidentally end up with doubles, I mean this happens every time sooner or later.
Figure it’s best to know how to avoid them showing up lol

I learned from experience that a good way to make doubled (or even more) vertices comes from a flaw in how Blender cancel works.

For nearly every Blender function, when you start a manipulation/transformation, you can cancel it in the middle of the process by pressing Escape or Left Click, by example you have a face selected , you press R , start to rotate then escape/left click to cancel it . It works as desired, it’s good.

-But- unfortunately there are functions like Extrude ( one of the most used modelling tool) that are guilty for having the cancel not cancelling as desired. Why it is like that, no idea, but it’s a great source of doubled (and more) vertice made accidentally without the user being obviously aware that Blender did it.

Select a face , press E to extrude, then press Escape or Left Click, and surprise : you have still the face being extruded, meaning you just generated doubled vertices without wanting it when you were logically expecting the extrude to have been cancelled.
So basically, everytime you press E to extrude, make sure to “remove double” (or undo) even if you press Escape/Left Click to cancel it, because it does not cancel it fully.

It’s because those functions are actually multiple operators in one


What is referred as extrude is actually extrude and move on normals. It extrudes and then moves along normals so when you cancel, it cancels the move but not the extrusion. You could do extrude region which only extrudes but it’s more practical to have the move automatically initiated.
Same with what is referred as loop cut is actually loop cut and (edge) slide. It does the cut and then edge slide. If you cancel it cancels the edge slide but not the cut.

@Sanctuary
Don’t take this the wrong way but there is no such thing as “vertice”. There is vertex and vertices. I know you’re an excellent modeler and if I remember correctly, english is not your first language. It’s not mine either. Perhaps it’s best not to learn bad habits from many english speakers but instead actually know what the basic mesh elements are called.