Repairing geometry
Remove a badge or lettering (Delete + fill)
- Select the part, press
3(Polygon level) and select the badge's faces (box-select,Lfor connected pieces). - Press Shift+Del (or Fill holes ▾ > Delete + fill on the tool shelf).
The faces go and the hole is patched so the panel continues over it: the patch follows the panel's curve, has about the same density as the panel around it, faces the same way, and its UVs and shading blend in from the edge. If you only deleted the floor of an engraving, the leftover sloped walls are cleared first so the patch sits flush.
Delete + fill only patches holes its own deletion opened, so openings the car already has stay open.
Fill existing holes (Fill holes)
Fill holes (tool shelf, or right-click > Edit) patches holes that are already there:
- Vertex level: holes whose rim has a selected vertex.
- Polygon level: holes next to the selected faces.
- Object level: every hole up to 30 cm across in the selected parts. This includes small openings the car is meant to have (light or exhaust holes), so check the result. Ctrl+Z undoes it.
A part's outer edge (the open top of a bumper, the outline of a sheet) is never filled, nor is anything over 1 m across.
Fill one gap by hand (F)
At vertex or edge level, F fills what you select: one vertex closes a corner, an open edge builds a quad across, three
or more vertices make a face, a whole ring of rim vertices is patched. The new open edge is selected, so press F
again to keep going.
Weld points together
At vertex level, select the points and press Weld: they move to one spot.
Poly crunch: lighter, cleaner geometry
Vehicle > Poly crunch... (or Crunch on the tool shelf and the Vehicle tab) works on the level you're looking at (usually L0), in place:
- Weld vertices closer than a distance (1 mm by default): closes hairline cracks between pieces that should be one, and drops the sliver triangles that fold flat. Points with different UVs (a texture seam) meet but stay two, so textures don't smear.
- Reduce to a share of the triangles (60% by default), with the same reduction the LOD tool uses. UV seams and material borders keep their outline.
- Choose Whole model or Selected parts. The preview shows triangles and vertices now and after.
- Press Crunch. It's one undo step.
Use it to lighten a heavy model (a car over the 150,000 triangle budget) or to clean up a model with cracks. To make the lower detail levels (L1-L3), use Generate LODs instead: see Vehicle tools.