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Selecting vertices, edges, and faces

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Regardless of how you get into Edit mode, once you’re there the cube changes color and dots form at each of the cube’s corners. Each dot is a vertex. The line that forms between two vertices is an edge. A face in Blender is a polygon that has been formed by three or more connecting edges.

In the past, faces in Blender and other applications were limited to only three-sided and four-sided polygons, often referred to as tris (pronounced like tries) and quads. Since that time, Blender — like many other programs — gained support for something called an ngon that can have a virtually limitless number of sides. But don’t let Blender’s ngon functionality go to your head. There still are some limitations and caveats, as covered in the “A word on ngons” sidebar later in this chapter. Generally, you should think of ngons as a “process” tool. With some exceptions, like architectural models, a finished model should only consist of just three- and four-sided faces. In fact, most detailed character models are made almost completely with quads and an occasional triangle, and all 3D geometry is reduced to triangles when it gets to your computer hardware.


FIGURE 4-2: The Modeling workspace gives you quick access to Edit mode and a screen layout that’s more specifically geared for modeling.

For polygon editing, you can use three different types of Edit modes, sometimes called selection modes: Vertex Select, Edge Select, and Face Select. By default, the first time you tab into Edit mode, you’re in Vertex Select mode.

Two visual cues in the Blender interface clue you in to what selection mode you’re using. First, for Vertex Select mode, you can see the individual vertices in the mesh. Second, as Figure 4-3 shows, three new buttons appear in the 3D Viewport’s header when you’re in Edit mode. The button on the left (it has an icon of a cube with a dot over one corner) is enabled, indicating that you’re in Vertex Select mode.


FIGURE 4-3: The Edit mode Select buttons.

To the right of the Vertex Select button is a button displaying an icon of a cube with a highlighted edge. Click this button to activate Edge Select mode. When you do, the vertices are no longer visible on your mesh. Clicking the last button in this block, which has an icon of a cube with one side marked in solid, activates Face Select mode. When Face Select mode is active, vertices aren’t visible, and each polygon in your mesh can be selected as a single unit.

Now, you may notice that the selection mode buttons are blocked together, kind of like they can be used together. That’s because they can! In any given Edit mode session you can have multiple selection modes active at the same time. Simply Shift+left-click the selection mode buttons to get this functionality. Some Blender modelers like to have Vertex Select and Edge Select modes active at the same time to speed up their workflow. This combined selection mode gives them immediate control at the vertex and edge level, and you can easily select the faces by Box-selecting across two edges.

Blender also has some handy hotkeys for quickly switching between vertex, edge, and face selection. They’re the numbers 1, 2, and 3 across the top of your keyboard (not the Numpad!). A handy mnemonic to help you remember which key belongs to which selection mode is to remember how many vertices make up each one. A vertex is a single unit, so the hotkey for Vertex Select is 1. It takes two vertices to make an edge, so the hotkey for Edge Select is 2. And a face consists of three or more vertices, so the hotkey for Face Select is 3. You can activate Combo Select by holding Shift while pressing any of these hotkeys (for example, if you’re in Vertex Select and you also want to be in Edge Select, press Shift+2). Figure 4-4 shows the default cube in each of the select modes, as well as a Combo Select mode.


FIGURE 4-4: Vertex Select, Edge Select, Face Select, and Combo Select modes.

As Figure 4-4 shows, it can be a little bit tricky to tell whether you’re in Edge Select or Face Select at a glance. To make things a little more clear, I recommend that you enable face centers (sometimes called face dots) in the Viewport Overlays roll-out menu in the header of the 3D Viewport. Expand the menu by clicking the down arrow that’s to the right of the Viewport Overlays icon and you should see a menu like the one in Figure 4-5.

This menu is large, but about halfway down, under the label of Mesh Edit Mode, there are a series of check boxes. One of which is a check box somewhat vaguely labeled Center. Enable that check box and you should see a small dot appear at the center of your faces while you’re in Face Select mode. That should give you a little bit more of a visual cue to indicate which mode you’re in.


FIGURE 4-5: Use the Viewport Overlays roll-out menu to enable face centers so it’s easier to tell what selection mode you’re using.

By default, the first time you tab into Edit mode on a newly added object, all vertices/edges/faces (sometimes called components) are selected. Selecting things in Edit mode works just like selecting anywhere else:

 Left-click any component to select it.

 Select and deselect multiple components by Shift+left-clicking them.

 Select all components by pressing A.

 Deselect all components by pressing Alt+A or clicking in an empty space in the 3D Viewport.

 Use one of the select tools from the Toolbar (left-click and hold on the Select tool icon in the Toolbar to see all available select tools): Select: This tool only allows selecting by clicking and Shift+left-clicking on individual components. Box Select: Left-click and drag to draw a box around the components you want to select. Shift+left-click and drag to add to your select. Ctrl+left-click and drag to remove from your selection set. Circle Select: This tool is sometimes called brush select because selection is a lot like painting. Any vertices that you run your mouse cursor over while holding down the left mouse button are selected. Shift+left-click and Ctrl+left-click work like they do with the Box Select tool. You can change the size of your Circle Select’s “brush” by adjusting the Radius value in the Active Tool tab of the Properties editor. Lasso Select: The Lasso Select tool allows you to draw an arbitrary shape in the 3D Viewport using left-click and drag. Any component within the shape you draw is selected. Shift+left-click and Ctrl+left-click work like they do with the preceding two selection tools.

 The selection tools I just mentioned are also available without going to the Toolbar, so you can still select large groups of vertices without changing your active tool. They operate a little bit differently from the dedicated Toolbar tools:Box Select by pressing B. Then you can left-click and drag your mouse cursor to add to your selection. Deselection is done with middle-click and drag. Get out of Box Select by right-clicking or pressing Esc.Circle Select is activated by pressing C. In this case, you can quick change the radius of your selection brush by scrolling your mouse wheel.To use Lasso Select functionality, Ctrl+right-click and drag your mouse cursor around the vertices you want to select. Anything within that selection region is added to your selection.

Although the hotkey approach to these selection tools is a much faster way to work than constantly going to the Toolbar to switch tools, you do lose the ability to navigate the 3D Viewport while selecting with them. So if you’re doing a complex selection that requires you to move around your scene, the dedicated tools are probably the better way to go.

And, of course, all these selection tools also work in Object mode. Figure 4-6 shows what the various selection tools look like when in use.

For a slightly faster way to switch between dedicated tools, you can use the Shift+Spacebar hotkey combination to open a little Toolbar menu next to your mouse cursor. Figure 4-7 shows what this menu looks like.


FIGURE 4-6: Border Select, Circle Select, and Lasso Select.


FIGURE 4-7: You can open a little Toolbar menu near your mouse cursor by pressing Shift+Spacebar.

If you’re using Blender’s default settings, you can’t see through your model. You can’t select the vertices, edges, and faces on the back side of the model unless you orbit the 3D Viewport to see those vertices or drop into the wireframe viewport shading setting. (Press Z to open the viewport shading pie menu.) On occasion, however, you may find it useful to see (and select) those hidden vertices while in one of the other viewport shading types. To do so, click the Show X-ray button. Located to the left of the viewport shading types block in the 3D Viewport’s header, this button has an icon of a cube with a dotted line of its back face visible through it. By default, the Show X-ray toggle is disabled, but you can click this button to reveal the vertices, edges, and faces on the back of your model. The hiding of those rear vertices is often referred to as backface culling, and it’s incredibly useful when you’re working with complex models. For faster access, you can press Alt+Z.

Blender For Dummies

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