Cleaning Up Models in Blender
Generated meshes often have problems: holes, internal faces, messy topology and odd texture seams. Blender (free) fixes them.
Import and inspect
- Import GLB/FBX/OBJ (File → Import).
- Apply a uniform scale and set real-world dimensions (N panel → Item → Dimensions) if the model will be printed or placed in AR.
- Check faces from all angles in Solid view with Face Orientation overlay (blue outside, red inside) to spot flipped normals.
Common fixes
| Problem | Fix |
|---|---|
| Flipped normals | Edit Mode → select all → Mesh → Normals → Recalculate Outside |
| Duplicate vertices | Mesh → Clean Up → Merge by Distance |
| Holes | select boundary edges → Fill (F) or Grid Fill |
| Too many polygons | Decimate modifier (Collapse) |
| Non-manifold geometry | Select → Select All by Trait → Non Manifold, then fix |
| Floating debris | Separate by loose parts (P) and delete pieces |
The 3D Print Toolbox add-on (built into Blender's extensions) checks manifoldness, thin walls and overhangs.
Retopology
For animation or clean editing, rebuild the mesh with even quad topology: the Quad Remesher add-on, Blender's remesh modifier (voxel) for printable solids, or manual retopology for hero assets. Then bake details from the original onto the new mesh with normal maps.
UVs and textures
If texture seams look wrong, re-unwrap (Smart UV Project is a fast start) and bake the original texture onto the new UVs. Check textures in Material Preview mode.
Export
- Games and web: GLB with textures embedded, sensible polycount.
- 3D printing: STL or 3MF, solid and manifold, correct scale (millimetres).
- AR on iOS: USDZ (Blender or Reality Converter).
Exercise
Take a generated model, fix normals, merge duplicates, fill holes, decimate to a target polycount, check it with the 3D Print Toolbox, and export both a GLB (web) and an STL (print).
Check yourself
- How do you spot flipped normals?
- What does Decimate do?
- Which formats suit printing and the web?
進捗はこのブラウザーにのみ保存されます。
レビューに提出(10 ポイント)