From Mike Beane's Blog

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This is mostly for reference:

Add Ons


Aligning Vertices Along A Plane

  1. Change Transform orientation from Global to Normal
  2. S(cale), {Z|Y|X (Global)}, {Z|Y|X (Local)}
  3. 0 (amount to scale)
  4. Enter
  5. Change Transform orientation from Normal to Global

Basic Curves

  • Add object (Cube)
  • Add Bezier Curve
  • Select object
    • Add Array modifier
      • Consider using Merge (otherwise there will be segments that appear with Bevel)
    • Add Curve modifier
      • Select the Bezier curve
  • To add more segments: increase array modifier count
  • To refine the curve, subdivide the bezier curve

Bevel A Curve

  • Object Data Properties
    • Geometry
      • Bevel
    • Weld modifier can help clean up the geometry

Mirroring Objects[1]

  • Delete half of your model. You should now have a perfect other half with a planar “hole” where the other half was.
  • Go into Object mode and press Alt+D.
    • This will make a linked duplicate: any changes to the mesh data of one object will be duplicated over the other. Don’t move the object after duplication.
  • Ctrl+M -> X Local.
  • When you’re using Subsurf the derived mesh will not “cross over” between the halves; a seam will be visible. So to join the halves, select both and Ctrl+J. * * * Then Remove Doubles in Edit mode.

Removing Non Manifold

  • Edit Mode -> Select -> All by Trait -> Non Manifold -> DELETE VERTICES [1]

Snap Two Faces Together

Splitting Objects

Down The Middle

  • Good for cubes[2]
  • Select Object
  • CTRL+R and move curse near the axis to be cut, a line should appear
  • LMB and then RMB
  • Change to wireframe view
  • Press 1 for Vertex selection
  • Shift+LMB select the rest of vertices on one half of the object
  • Separate (P), then Selection (2)
  • You have two objects! If you're mirroring, select the appropriate object to discard and delete it.


  • Rotate the body so the cut follows an axis (make note of the angle)
  • Edit Mode
  • Knife (K), Cut Through (Z), Constrain Angle (C) <for straight cut>
  • Make the cut line
  • LMB to stop cut
  • Enter to finalize
  • Select -> Select Loop Inner Region
  • Mesh -> Separate -> Selection
  • Restore the angle
    • Without testing, I believe this would be CTRL+A -> Rotation (test this)


Vertex at Edge Intersections

  • Enable the option Auto Merge and Split Edges & Faces in the Tool Shelf, then select a vertex and move it. Upon placing it down the tool will create vertices between the connected edges and the edges intersecting them.[3]
    • If you don't want to move any vertices just select one, press G to move and confirm with left click without altering the position.

Blender Guru

Probably the most useful series that I found was by Blender Guru. He's patient and walks through the items. Do the tutorial bits, they are handy. He has a handy PDF (you have to sign up to get it) for shortcuts.


Note: Only the free textures from C4DCenter are CC0. All textures from the other sites are CC0. These are all places where you can get CC0 textures.




  2. Found the initial steps here, however see the note about NOT having to do the rip steps. Modified steps to use Separate.