How to fix this topology /3/?
Erase everything that's wrong and redo it.
What the fuck did you do and why did you do it?If ctrl+z doesn't do the job, then you probably have only three options:1: Rearrange everything by hand, which is absolutely disguisting job, but it might be okay for your needs now.2: Delete everything that's wrongly placed and redo it, for example by doing bridge edge loops and adding some loops on the bridge and redoing that part3: Use bunch of modifiers and tools like relax to fix it all. I don't think you're familiar enough with this stuff since you're asking such basic question, so I guess this option is only hypothetical
>>592186- Delete fucked-up part.- Do bridge command with a few divisions.That'll be five dollars.
>>592191>>592194Will this guy ever grow up.
Hey Luke.You should learn some topology basics. There's tons about that on YT, especially for Blender.
>>592213oi cheeky cunt. had me worried i got dixxxed there for a second.
>>592186It looks like you tried connecting these late into the modelling.Start over and make the connection sooner and with primitives that have fewer vertices. You want to find some common factor between the vertex count -- 1 seems to work for a lot of cases. For example, if you want to cut a hole in a plane, then the circle needs to have the same amount of vertices around the perimeter as the plane.Do this: delete the default cube. Add a plane. Change to top view. Go into edit mode. Subdivide twice. Delete the middle vertex. Add a circle and change its vertex count to 8. Connect the edges like in the picture by making quads.Now try it again but set the vertex count to 9 on the circle. It's going to look like shit when you connect, more likely than not.
>>592191Blender's not the issue here, it's clearly Splash Woman fag trying to ask people to fix it for him.He'd be whining about it regardless of program.
>>592191uninstall your life boyo