100% free Blender 4.2 and newer · GPL-3.0

Two little add-ons that
fix your mesh and save your scene.

Even Mesh evens out triangle sizes before you add texture. Export This Object sends one object to STL, OBJ, GLB and more straight from the right-click menu, without deleting anything else.

Add-on 1

Even Mesh

Regular Subdivide splits every face the same number of times, so big faces stay too coarse and small faces get way too dense. Even Mesh works from a target edge length instead: long edges get split, short edges get collapsed, and the whole region ends up close to one size. That gives displacement and geometric textures an even surface to work with.

Subdivide Evenly

Splits edges longer than the target. Never removes a vertex.

Unsubdivide Evenly

Collapses edges shorter than the target. Never adds a vertex.

Even Out Mesh

Does both, so every edge lands near the target length.

Try it: mesh playground

This is a flat outlet-cover plate triangulated the messy way, just like a real export. Pick a mode and a target length, then press a button. Drag on the plate to select faces when Region is set to Selected Faces.

Too short Near target Too long
ItemToolViewEven Mesh
▾ Even Mesh
mm
Press Measure or run a tool
Options

Sharp Edge Angle, Flat Tolerance and Max Deviation exist in the add-on too. This plate is flat, so they have nothing to protect here.

Edge lengths in the region
Real result

On an actual cover plate

This is a decorative outlet cover straight from an AI model. The flat plate was a mess of long sliver triangles next to tiny ones. After Even Out Mesh, the plate is one even, dense surface, ready for a texture. Drag the handle to compare.

  • The openings, screw hole and outer outline keep their exact shape.
  • The axolotl's hands and tail were outside the region and weren't touched.
Outlet cover plate after Even Mesh: an even, dense triangle mesh
Outlet cover plate before Even Mesh: long sliver triangles mixed with tiny ones
BeforeAfter

Where to find it in Blender

Right-click menu

In Edit Mode, right-click. The three tools sit directly below the built-in Subdivide.

Face Context Menu
Subdivide
Subdivide Evenly
Unsubdivide Evenly
Even Out Mesh
Unsubdivide
Extrude Faces
Inset Faces

Sidebar tab

Press N in the 3D Viewport and open the Even Mesh tab, like the panel in the playground above. Settings there are remembered per scene.

Adjust Last Operation

After a run, open the panel in the bottom-left corner of the viewport to change the mode, target or options and see the result update right away.

How to use it

  1. Pick the region. Select faces in Edit Mode, choose a vertex group, or use the whole mesh. A saved vertex group is handy when you'll run it more than once.
  2. Measure. In the sidebar, press Measure to see min / median / max edge lengths. Use Median sets the target to the typical length; Match Fine matches the denser areas.
  3. Set a target. Type a Target Edge Length in your scene units, or leave it at 0 to use the region's median.
  4. Run a tool. Subdivide Evenly when the region is too coarse, Unsubdivide Evenly when it's too dense, Even Out Mesh for both.
  5. Check the report. The status line shows faces before → after, the new edge lengths and the run time. Tweak in Adjust Last Operation if needed.

Settings reference

Region

Selected Faces, Vertex Group or Whole Mesh. Outside Edit Mode, Selected Faces uses the selection saved in the mesh. New vertices are added to the chosen vertex group.

Target Edge Length

The length to aim for, in scene units. 0 uses the region's current median.

Max Deviation

Unsubdivide never moves the surface farther than this from the original shape. 0 uses 2% of the target length.

Relax

Smoothing passes that slide vertices within flat areas to even out triangle sizes. 0 turns it off. Default 3.

Keep Border

Never splits edges on the region border, so faces outside stay untouched. Big faces touching the border may then stay big.

Sharp Edge Angle

Edges bent more than this (default 30°) are sharp features. Their vertices are never moved or collapsed.

Flat Tolerance

Faces within this angle (default 1°) count as flat. Only flat areas are relaxed and edge-flipped, so the shape doesn't change.

Max Faces

Safety limit, default 5,000,000. The run cancels if the target would create more faces than this.

Good to know

It triangulates. Processed faces come out as triangles. That's expected and works well for texturing and printing.
Already textured? Relax slides vertices, which can shift an existing UV texture. Set Relax to 0 to keep it in place.
Neighbors get matching vertices. Faces just outside the region get the extra vertices they need so there are no gaps, but those vertices aren't moved. Turn on Keep Border to leave them alone completely.
Curves keep some short edges. Collapsing is limited by Max Deviation, so tightly curved areas can keep edges shorter than the target. That's what holds the shape.
Outlines are protected. Sharp edges, holes, open outlines and selection borders stay where they are.
Small targets add up fast. Halving the target length makes about four times as many faces. Max Faces stops runaway runs.
Add-on 2

Export This Object

The usual trick for exporting one object is to delete everything else, export, then press Undo. Forget the Undo and save, and your other work is gone. Export This Object adds one right-click entry that exports just the object you clicked. Selection and visibility are changed only for the moment of export and then put back, even if the export fails.

Try it: right-click an object

⌕ SearchScene · ViewLayer
Right-click (or long-press) an object row

Right-click any object in the Outliner, then choose Export This Object…

📁 prints/Scene: 8 of 8 objects
Exported files show up here
Real menu

Right where you'd look

Right-click an object in the Outliner and it's the last item in the menu. In the 3D Viewport, right-click and it exports the active object.

  • The Outliner uses the row you right-clicked, even if something else is selected.
  • Objects with the same name from a linked library are told apart correctly.
  • Hidden and excluded objects still export, and are hidden again afterward.
Blender Outliner right-click menu with Export This Object as the last item

How to use it

  1. Right-click the object. In the Outliner, right-click its row. In the 3D Viewport, make it active and right-click.
  2. Choose Export This Object…. A normal Blender file browser opens with the object's name filled in.
  3. Pick a format and options in the panel on the right side of the file browser.
  4. Click Export. Only that object (and its children, if you ask) goes into the file. Your scene is exactly as you left it.

Formats and options

STLMesh only, for slicers like Cura. The default.
OBJMesh with UVs, materials and vertex colors.
PLYMesh with vertex colors.
GLBSingle file with materials and textures embedded.
FBXGeneral interchange format.
.blendA new .blend containing only this object and its data.

Include Children

Also export objects parented under this one. Off by default.

Apply Modifiers

Exports the evaluated shape. Modifiers are applied in the file only, never in your scene. On by default.

Scale

Scale factor applied in the exported file for STL, OBJ, PLY and FBX.

Scene Unit

Applies the scene's Unit Scale to the exported STL data.

ASCII STL

Writes a text STL instead of binary.

Good to know

Wrong size in the slicer? Slicers read STL numbers as millimeters. If your scene's units don't match that, use Scene Unit or Scale so the file comes out at the real size, rather than resizing it in the slicer.
Nothing is hard-coded. It works with any object name and any collection layout.
Something went wrong? Go to Edit → Preferences → Add-ons → Export This Object and click Export Diagnostics Report…. It saves one JSON file with your Blender version, units, scene state and the last 100 export attempts, which you can send to the creator. Clear Activity Log empties the history.
Blank file name? If the file name is empty, the add-on stops before exporting instead of writing a nameless file.
Both add-ons

Install in a minute

Get each add-on free from Superhive. It downloads as one zip file. Don't unzip it; Blender installs the zip directly. Both need Blender 4.2 or newer.

even_mesh-1.0.0.zip
Blender
Drop the zip here

Drag the zip from your file browser and drop it onto the Blender window. Try it with the zip on the left (or tap it).

Even Mesh

Edit Mode → right-click → directly below Subdivide. Settings live in the sidebar (N) under the Even Mesh tab.

Export This Object

Right-click an object in the Outliner or the 3D Viewport, then choose Export This Object…

If something's off

"Missing manifest" when installing

You picked a folder, or a zip that contains other zips. Pick the add-on zip itself, such as even_mesh-1.0.0.zip.

Installed, but the menu entries are gone

Open Edit → Preferences → Add-ons, make sure the add-on's checkbox is ticked, and save preferences.

Updating to a new version

Install the new zip the same way. Blender replaces the old version.

Uninstalling

Edit → Preferences → Add-ons, expand the add-on and click Uninstall.