I have a cube that I added bevelling to early on, but now I need to remove it in order to be able to subdivide the faces. Is there a way to do this without starting all over? Or a way to leave the bevelling in but still subdivide the bevelled edges crosswise at the subdivision junctures between the faces? (i.e. so the subdivisions go all the way around the cube)
There are a few ways to deal with this that I know of, but first let me say that you should be able to zoom in without issue on any vertex group, regardless of how small it is. Select a few vertices and press numpad_period. If the vertices disappear when you get too close, set your viewport clipping level as low as it can go. (properties shelf in the view panel)
If I were you I would delete the whole mid-section of the dude, leaving only the back face and the front faces. Loop cut the back to match the front, then select all the outer edges of the front faces and back faces and press ‘w’. Use the bridge edge loops tool. Then loop cut the restored mid-section.
In the future I’d recommend using the bevel modifier so you don’t have this problem again. I like the character BTW. Cheers!
Select one of your flat faces on the cube and press Shift+G and choose Perimeter then Normal, press ctrl+I to invert selection and you should have your bevel selected. Then delete the beveled faces and select edges loops of one plane and scale them to match the plane of the other ones having snap to vertices enabled. Do that for the rest of the cubes.
Well… H-key hides selections, Alt-H unhides. W-key in Edit mode brings up a menu where you find Remove Doubles (distance where vertices collapse into each other if they happen to be close enough is set on T-panel bottom part).
…so you select all in Edit mode, press W - Delete Doubles… nothing happens, however as soon as you start to move value slider up your verts start to disappear…
… But of course now my key shapes are all messed up.
Is it possible to easily copy key shapes, keyframes, child objects, etc. to a new parent object? I think I need to redo my character’s mesh structure from scratch and I don’t want to lose everything else I’ve done.
;).
Loop cut - it’s what it says: loop (or disconnected loop) of verts, edges or faces going around (or from side to side) your object.
In edit mode - Ctrl-R is to insert new loops; mouse wheel scroll adds or removes count.
“transfer shape keys” is somewhere around… RTFM or google. Vertex count and structure (internal indexing) matters here, afaik.
How many child objects do you have? Isn’t it easier to redo?
Never mind the transfer question. I’m going to just build a second model and do a better job instead of messing around trying to fix my mistakes with the first one. I can still use what I’ve done so far.