Addon: Mesh Lint

Spell Check for Your Meshes

Mesh Lint’s slogan says it best: “It’s like spell check for your meshes!” Keeping your models’ topology clean and free of errors is a necessary polish for your modeling skill set. This means your models will behave better in a production pipeline, friendlier when exporting and importing into other 3D applications, and generally higher quality.

Lions and Tigers and Triangles, OH MY!

This addon makes it easy to police questionable geometry as well as out-right offensive topology:

  • Triangles: Triangles are great for lo-res modeling. But when it comes to hi-res modeling triangles should typically be avoided. Though in certain cases they’re ok it’s best to be aware of them.
  • Ngons: Polygons with more than 4 sides are relatively new to Blender, being introduced with the bmesh kernel update in 2.63. Like triangles, these can be useful and allowed but in most cases should be avoided.
  • Non-Manifold Geometry: Mesh Lint separates this error into 2 different types; “Nonmanifold Elements” and “Interior Faces”. Nonmanifold Elements basically equates to border edges which can also be allowed if the situation is appropriate. On the other hand Interior Faces is purely and error and should always be fixed.
  • 6+ Sided Poles: Also reffered to as “star junctions”, these guys can also be allowed if the situation calls for it. However they usually cause unsightly pinching in a mesh that’s smoothed with catmull-clark subdivision.


With Mesh Lint’s simple and well-designed UI not only tells us when there are errors present but also selects the offending mesh elements. This way we modelers can keep a watchful eye on the quality of our topology!

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37 Responses to “Addon: Mesh Lint”
  1. Posts: 7
    Myles says:

    Great tool! I have been looking for a way to check my geometry for errors.

    The only instance I can think of where you would want to use that inner face would be to make soap bubbles. They share the same lipid monolayer where they are touching and they are also transparent which means you can and need to see that monolayer that they share to be realistic. You couldn’t have that face be detached because it would destroy the pinch that you see in the real world.

  2. Posts: 35
    Regus Martin says:

    This has been a lifesaver! Thank you for informing us of this amazing add-on.

    • Posts: 65
      alpha3d says:

      Dude! I keep running into you! XD LOL! I’m Joey Blendhead……… Deviant Art, Blender Nuts….. 😉

  3. Posts: 28
    blanco 111 says:

    Like a spell-checker, it would be great if the add-on would make suggestions about how to fix the errors. I am a beginner, and fixing my messed up topology is something I have a real problem with. You and the other Blender instructors I’ve followed seem to figure out what to do so effortlessly, but it would be great if the add-on did this. I wonder if it’s even possible for a programmer to make an add-on that would automatically fix (or offer suggestions about how to fix) the errors.

  4. Posts: 27
    Sean Aitken says:

    Thank you indeed. I just used this to discover an N-Gon that stuck around after I extruded some faces I manually laid on-top. All I saw was pinching after applying a subsurf modifier. Because a face I manually created lined up perfectly with the n-gon face, I couldn’t see the extraneous face. I remember this addon from watching this video. Thanks Kent.

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