You can set the following preferences in the Polygons category of the Preferences window.
To return to the default factory settings, choose
in this window. Note that this resets the preferences in every category in the Preferences window.Specify how you want vertices to display:
Turns the display of vertices on or off.
Displays vertex normals on or off.
Makes vertices invisible in areas where the normal is pointing away from the camera.
Allows you to adjust vertex size for new polygons.
Specify how you want edges to display:
Displays all edges the same (hard or soft).
Displays soft edges as dotted lines and hard edges as wireframe.
Displays hard edges as colored lines and soft edges as wireframe. See Displaying hard edges in customized colors.
Displays hard edges as colored lines. Soft edges can still be highlighted and selected, but don't appear on the mesh.
Specify how you want to highlight polygons:
Displays thicker outside edges to make them more visible for certain operations.
Displays a thick border to highlight the area a texture affects per polygon or per vertex.
Show polygon crease edges highlighted (thicker and bold) or with no highlight. You can turn this option on and off in the Display > Polygons > Custom Polygon Display options dialog box (where it affects the currently selected object) as well as here. This preference affects any new polygon objects you create, not existing objects.
Specify the width of the polygon edge. The range is from 1 to 10.
Specify how you want faces to display:
Displays a small square to indicate the face center.
Shows the normals at the center of each polygon.
Displays all polygons as triangles.
Displays non-planar faces with a tinted color for easy identification. A non-planar face has vertices that lie outside the plane of the face. By identifying and eliminating non-planar faces, you can avoid unexpected results from reshaping the surface later.
Specify where you want item numbers displayed: at each vertex (Vertices), at each edge (Edges), on each face (Faces), or at each UV (UVs).
Specifies the display size of the normals. The range is from 0.1 to 10.
Specifies the size that UVs are displayed in the main panel and UV Texture Editor.
Turn Colored Shading on to use the Apply Color operation ( ). For more information, see Apply Color Options.
These menu options override any existing material channels and replace them with the vertex colors you assign. For all options other than None, lighting affects the object’s shading.
None of the material properties of the shader(s) assigned to the object are used. In this case lighting is also disabled.
The ambient material channel of the assigned shader(s) is overridden by the vertex color.
The ambient and diffuse material channels of the assigned shader(s) are overridden by the vertex color.
The diffuse material channel of the assigned shader(s) is overridden by the vertex color.
The specular material channel of the assigned shader(s) is overridden by the vertex color.
The emission material channel of the assigned shader(s) is overridden by the vertex color.
Renders material blends in hardware. For details of how Material Blend operates, see Material Blend Setting Options. These options are also available at .
Show only specific color channels on the object surface.
Show the selected color channel(s) on the object as a greyscale.
Show only the alpha channel on the object depicted as a greyscale rather than a transparency.
Specify the display for backface culling:
No backface culling occurs. This is the default.
Surfaces become invisible in areas where the normal is pointing away from the camera.
Displays wireframe outlines, but any areas where the normal is pointing away from the camera are hidden.
Sets backface culling for soft edges only. See Polygonal Modeling for more information on polygonal modeling.