Blender’s New BMesh Modeling System – Overview 01

Hello and welcome to this overview of Blender’s new BMesh modeling system!

BMesh is the new mesh modeling architecture that is currently in development and scheduled to be included with Blender 2.63 or 2.64. This new BMesh system is very powerful and brings Blender’s modeling tools into the modern era.

You can download development testing versions of Blender from

One of the main capabilities of BMesh is full NGon support so that you may have polygons with more than four vertices. This helps to make the modeling process far less destructive and easy to work with. Along with NGons, BMesh also opens the doors for many new mesh modeling features and tools that previously had not been feasible.

This video overview gives you a demo of several new features that are already included with the development versions, including the new Super Knife tool, and it also helps clarify what BMesh means and how it effects you the artist.

Overall, BMesh adds substantial new power to the Blender’s modeling toolset and can drastically speed up your modeling workflow. Personally, I love it and already feel crippled when I go back to the current modeling system.


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138 Responses to “Blender’s New BMesh Modeling System – Overview 01”
  1. Posts: 1
    haba says:

    wow, it’s 2012 and you need to explain what ngon are. Maybe blender community should look sometimes at other softwares and not so ignorant

    • Posts: 4176

      The mass majority of Blender users all know what an NGon is, but for the sake of those that don’t I prefer not to assume anything when it can be described in just a few seconds :)

    • Posts: 265

      1) I don’t think it’s necessary to be rude just because people are trying to learn. I’m sure at some point before you touched any 3d software you also did not know what an ngon was, and was probably asking around yourself.

      2) I also don’t understand how looking at other software is going to make a difference. An ngon is an ngon no matter what software you’re using.

      Instead of calling someone ignorant, why don’t you try to be helpful and offer positive advice.

      ps – Correct English would have been written:

      “Maybe (the) blender community should look (at other software sometimes) and not (be) so ignorant.”

      Quit hating on people who are still learning. Not everyone is perfect.

  2. Posts: 4

    thanks for the nice explanation, am excited about that.. I was wondering how to you converted the square to circle @ 8.30 ?

  3. Posts: 11
    3dgeneric says:

    finally this is what i’ve been waiting for. this is going to be so useful in car modelling i hate it when i want to add a loop to one area of my car designs and then i end up messing up another section cos of that one area

    great video thanks jonathon

  4. Posts: 6
    Malick says:

    For goodness sake. There are those who are just starting and don’t know how to find the bmesh or even to find the “dissolve” button. This lesson is of no value to someone who is not a pro. Atleast tell us how to get access to elements you are supposed to be teaching about.

    • Posts: 4176

      Hi Malick,

      I’m sorry you’re frustrated with this video; this video was not intended as instructional video for beginners, rather an overview video demonstrating what were upcoming features at the time. These features are now included in the latest release of Blender and so I highly recommend you follow my 2.63 Overview videos here:

      These should help you understand BMesh :)


      • Posts: 6
        Malick says:

        Hi Jonathan,
        I really appreciate your response

  5. Pingback: Second Life Mesh Clothing Tutorial

  6. Posts: 4

    at the site of disolved tool used to remove it … like a circle where before there was a quad … excuse my bad English …

  7. Posts: 4
    Lee Williams says:

    Is there any way to disable the horrific piece of topology destroying pile of garbage that is Ngons?
    I’m on a games development course, and game engines do *NOT* like Ngons at all. And the fact that they’re now default when subdividing/knifing makes my life hell.

    • Posts: 491
      Metalix says:

      But Ngons are lovely! when used correctly but I can see your problem.
      Try triangulating and quadrangulating them.
      ##insert this in the text editor##
      import bpy
      bpy.ops.mesh.select_by_number_vertices(number=4, type=’GREATER’)
      bpy.ops.mesh.tris_convert_to_quads(limit=0.70, uvs=False, vcols=False, sharp=False, materials=False)


  8. Posts: 27
    Ron Hatfield says:

    I had the same question as Jonas. I didn’t figure out the shortcut for it, but (I use the spacebar add-on) I hit spacebar search “circle” and there it was.
    I enjoyed this tut Johnathan. Following you along, I got creative and made something orginal “one the fly” who’s mesh looks well modeled, all from one cube.

  9. Posts: 9
    zaffer says:

    Thanks for this very clear tour of Ngons. I find them very useful. I do like to know where and when they occur though, so I use a Blender add-on that highlights Ngons when clicked. It is apparently still in the testing phase, but seems to work OK for me. I recommend it.

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