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I have been editing a mesh I created after importing an svg and using it as a boolean to cut into a plane. The plane needed lots of work to get rid of extra verts.

As I was deleting and dissolving, I noticed that parts of the plane were darker grey. When I got rid of a few extraneous verts, it turned lighter grey, which I took to be a sign that I was doing good.

But, I have parts that I can't get to turn lighter grey. If I knew what I was changing or what Blender was warning about, it would help me to formulate a better plan for decimating this mesh cleanly.

I have checked the normals and recalculated, flipped and set from faces etc, but I don't know what is going on.

Thanks![Different greys in the edit window]1

Matt McKee
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    Probably your "Normal" is facing the wrong way. *On a side note you should be working towards modeling with faces that have four sides. – Dontwalk Sep 16 '17 at 14:29
  • You could add your .blend file to your question here http://blend-exchange.giantcowfilms.com/ – Dontwalk Sep 16 '17 at 15:01
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    If the normals are correct you might have the same face twice at the same spot. This is possible in bmesh, even after you removed double vertices. – Dimali Sep 16 '17 at 18:34
  • @Dimali, I think you are correct. I used BMesh. Is there an easy way to figure that out? Remove Doubles doesn't seem to touch it. And, if I grab that plane with the face select, the whole dark grey area moves. There is probably one or two verts that are making it two faces on top. – Matt McKee Sep 16 '17 at 21:31
  • @Dontwalk Yeah, I know about the 4 sides. I need to subdivide this plane up manually to get back to that. The orginal mesh was just too complex. I haven't uploaded it bc I ran out of time. Sorry. – Matt McKee Sep 16 '17 at 21:32
  • Nope, this isn't about normals. It's about duplicate faces on top of each other. And, I think, sharing a few vertices, enough so it is hard to find the duplicates. – Matt McKee Sep 17 '17 at 02:19
  • Right click on the face and delete it. If there is still a face, then you have duplicate faces. – Dimali Sep 18 '17 at 12:01
  • @dimali that was my thought as well. However, in this case, it didn't work. Deleting the face took out that whole section of mesh. I think it was because there were just those two edges that were not correct. I wanna say that it was all one face that was folded over itself. And it wasn't correct until I deleted the two edge segments. That unfolded it. – Matt McKee Sep 20 '17 at 02:35
  • Even if you chose "Delete Faces only"? – Dimali Sep 20 '17 at 09:12
  • Hmmm... I think that I had tried that and was surprised when it took out the whole section. But, that was a week ago now. And my frustration trying to fix that mesh was reaching "Hulk smash" proportions, so I don't remember. I know that parts of that mesh had strange topology after running the Boolean op. In trying to clean up, I may have caused the folds myself with dissolving and decimating verts to try and simplify things so it would render w/o choking my machine. – Matt McKee Sep 21 '17 at 11:23

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@Dimali was correct, there appears to be two faces on top of each other that share MOST of the same edges, but not these two.

Duplicated edges.

I discovered this after trying to select the edge loop and those two would not be included.

Edge loop selection

Deleting those two turns the mesh a uniform grey.

Now, the edgeloops go all the way around and I can start making quads by grabbing two vertices and using J

there is probably a simpler way to "quadify" this but I haven't figured it out yet.

Matt McKee
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    Does, say, Bridge Edge Loops work for "quadification"? – SilverWolf Sep 19 '17 at 19:01
  • Wish I could answer that @seaturtle. I haven't tried bridge edge loop function yet. – Matt McKee Sep 20 '17 at 02:36
  • @seaturtle it does that by default for the most part... IF both of your edge loops have the same number of verts / edges selected, then this will work, as soon as you deviate, it will most likely triangulate. – Rick Riggs May 01 '18 at 10:56