Bmesh Introduction

After several years of developement, finally we have Bmesh into an official stable release (2.63). Bmesh is the new Blender's modeling system. Apparently, we're going to see little differences, but there are a lot of changes, as the core has been rewritten! Until now, Blender had only support for triangles and four-sided polygons. This ain't that way anymore, now we have n-gons fully supported :) This "little" change, allows us to rething our modeling workflows, as now we don't need to clean anymore triangles and automatic cuts generated when we subdivided a face or an edge, for example. New tools using this feature have been also brought to life, like dissolve, which let us convert a group of faces in just an n-gon, and redraw topology on top of that. Some more tools like bevel and bridge are here, and knife tool has been revamped. We're going to see all of this, and also the Mesh Lint addon, that will let us know how many (and most important: where) our mesh has problems like triangles, n-gons or whatever :)

Watch this tutorial on YouTube

Get Mesh Lint here!

I hope you understood the possibilities of Bmesh and the use of n-gons during the modeling process. BUT! Keep your final models clean! This means, no ngons, no triangles (some hidden ones aren't really bad at all, but keep the hidden, as they are able to mess with the subdivisions when you use the subsurf modifier hehe)... four-sided polygons is the way to go, n-gons are another tool that helps us during the process for achieving that goal :) See you!

 

 

Level: 
Medium

Comments

Excelent this tutorial.

Hola excelente tutorial como te dije Oliver, respecto al vertex slide mi duda es si se podrían deslizar varios vertices individuales a la vez por sus aristas como sucede con la opción de constraint en edit geometry de 3dmax, si no se puede me imagino que lo implementarán en un futuro.
Saludos Alex

Hola Alex, pues sinceramente no estoy seguro ahora mismo de si se puede, pero me suena que no jeje. Sí, estaría bien que lo implementaran :)

Great tutorial, but I'm stuck on MeshLint. I add a simple cube, but it and see that doing so creates Ngons. I don't know how to fix them or what I did to create them. In the tutorial you leave them with explaining how to get rid of them. Any help, or should I just forget about them?

Hmmm I don't get your issue. Seeing what you're doing would be simpler for me to understand what the problem can be :P If you want you can send a few images or video to my email through the contact tab ;)

Hello Oliver! This tutorial forced me to sign up and comment. I just want to say your series of tutorials are amazing and are the best resource I have found so far for learning the basics of working in Blender. I love the program and you are making me love it even more. This particular tutorial is my favorite, not for its complexity or specific topic but, because it was hilarious. Your subtle, sometimes unintended humor, is awesome. Thanks so much for putting out excellent, accessible information. Keep up the great work!

Hi, fourdegrees :) Thanks a lot for your comment!! I'm very glad you like the tutorials and you're learning from them. Good luck with Blender! It's a great piece of software :D

your tutorial was very helpful LINT really helped with making a model that slices up nicely for UV THANX 4 the help

I think you found the solution :P