The mesh Data-Block Menu can be used to link the data between objects.
See Vertex Groups for more information.
Shape Keys can be used to transform one shape into another. See Shape Keys Panel for more information.
UV Maps are used to map a 3D object onto a 2D plane that determines where a texture appears on the 3D object. Different UV Maps can be used for different textures. For more information see UV Maps.
Color data can be applied directly to an object’s vertices rather than using a texture or a material. There are two modes to paint color attributes in. Use Vertex Paint mode to paint per face corner by enabling the paint mask in the header. This is useful to achieve sharp edges in the color attribute on low-poly assets. Alternatively use Sculpt mode to paint on a much higher vertex count.
Creating a New Color Attribute
To create a new Color Attribute select the plus icon next to the list of attributes. This action will open a pop-up with the following information.
The name of the Color Attribute which can be referenced elsewhere in Blender.
The associated part of the geometry that stores the attribute. See Attribute Domains for more information.
Color Attributes are stored per each vertex.
- Face Corner
Color Attributes are stored per each corner of a face.
- Data Type
The data type to represent colors internally.
RGBA color with floating-point precision.
- Byte Color
RGBA color with 8-bit precision.
The default color to fill for every element in the domain.
Face Maps create custom gizmos to deform meshes by assigning faces to Face Maps. They can be used to rig quickly within Object Mode and without making complicated rigging setups. Face Maps are currently not fully implemented in Blender and require add-ons to take full advantage of this feature.
An attribute is data stored per mesh element. Every attribute has a data type, domain and name.
This panel only lists custom attributes which excludes all the built-in attributes like
other attributes like vertex groups.
See Attributes Reference for more information.
In geometry, a normal is a direction or line that is perpendicular to something, typically a triangle or surface but can also be relative to a line, a tangent line for a point on a curve, or a tangent plane for a point on a surface. Normals help to determine the shading of the mesh among other things.
See Normal Properties for more information.
Each object can have an automatically generated UV map, these maps can be adjusted here.
See Generated UV Properties for more information.
Mesh objects, in particular meshes that have been modeled to represent organic objects, often have geometry that is not particularly uniform. This can cause problems if the object needs to be rigged or just needs simpler geometry for workflows such as 3D printing. Remeshing is a technique that rebuilds the geometry with a more uniform topology. Remeshing can either add or remove the amount of topology depending on the defined resolution. Remeshing is especially useful for sculpting, to generate better topology after blocking out the initial shape.
See Mesh Retopology for more information.