...put a vert on an edge? So then how do you model a wall?

:o
Please read my post below with another picture in it…

My walls were made from a square, subdivided for the the windows, then I removed the edges and extra stuff, faced them.

Well, the face/edge on the bottom half doesnt match the faces/edges on the top half. They should because I didnt move them.

But the edge has depth, I guess. And you can see the edge. In fact in some places you can see through the wall to the outside.

I tried subdividing the top edge, and then merge the one vert formed with the vert of the edge above and then delet the two edges and add the face again.

But that stupid edge still shows. I am very frustrated with blender right now. Errrrrggggg.

You can see the picture below. I had to drag one edge up to get to the other for the subdivision, but was able to merge to the one below putting it back.

It would be nice if blender had a key to tab though edges, or something similar, based on the face selected.

If you understand. You know, select the face, choose the v key to click through the verts on the face, or the e key to click through the edges.

That would be really nice to select what you need.

Ok, any tricks on how to fix this? Collapse the edges takes them to a point by the door. So it collapse verts, not edges.

Too bad, it cant merge them.

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So no way to add a vert to an edge? Or stick two edges together?

You can add a vert to an edge by subdividing it (w -> subdivide), cutting it (k) or adding a loop cut (ctrl-r). There might be other ways too. Those are the common ones.

Subdivide with W works best for me when I delete only the face, and leave just verts and edges - this means I don’t get the funky triangles when I’m not ready to deal with that yet.
Once I add the vert, then I grab it and press the axis I want to move it along, so I don’t goof with going all over.

:eyebrowlift2:

Thanks. So I guess I now have to ask how one models the picture below with the least amount of pollys?

You have to go ahead and leave in all the loops or you cannot make the faces line up. Seems there must be a better way.

Thanks for helping everyone… dont stop now!

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Pick and choose where you need quads, and where you can get by with tri’s - I saw an article in 3D Magazine once about trying to get hired, and they showed someone’s room as wire rframe and with textures, and ther were tris all over the place - since they are flat and non subsurfed, it doesn’t matter.

Don’t forget about bevelling the edges you want to have smoother - there is a script in the script menu under mesh called Bevel Center that helps with working on a separate edge instead of every single edge under the sun… :slight_smile:

Hi,

you should check for non-manifold edges (Ctrl-Alt-Shift-M), your vertical window frame looks like one of them. Those are the ones with only one or more than two faces attached. They’re needed around the border of your meshes, but it’s better to avoid them in the middle of a continuous surface. Potentially leaving open gaps in the model, giving aliasing problems etc.

Regards