Uploaded August 2026 | Updated September 2026, 2 weeks ago
The **Bridge Edge Loops** tool in Blender is the cleanest way to create hollow handles (like the forward square grip) and curved loops (like the trigger guard).
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**1. Forward Hollow Grip (Square Loop)**
* **Block the Top & Bottom Plates:**
* Add a **Cube** (`Shift + A` - **Mesh** - **Cube**) and scale it to match the top wooden mount.
* In Edit Mode (`Tab`), duplicate (`Shift + D`) the bottom face and move it down along the Z-axis to where the bottom base of the handle ends.
* **Prepare the Openings:**
* Select the bottom face of the top block and the top face of the bottom base.
* Delete the faces only (`X` - **Only Faces**) so you have two open rectangular edge loops facing each other.
* **Bridge the Left & Right Pillars:**
* Select the left edge loop pair and press `Ctrl + E` - **Bridge Edge Loops**.
* Select the right edge loop pair and repeat (`Ctrl + E` - **Bridge Edge Loops**).
---
**2. Trigger Guard & Curved Bridges**
* **Extrude the Starting Points:**
* In Edit Mode, extrude two small square face profiles: one from the bottom of the receiver and one from the front of the pistol grip.
* Delete both end faces (`X` - **Faces**) to leave two open edge loops pointing toward each other.
* **Bridge with Segments:**
* In Edge Select mode (`2`), select both open border loops (`Shift + Alt + Click` on both).
* Right-click and choose **Bridge Edge Loops** (or `Ctrl + E` - **Bridge Edge Loops**).
* **Adjust Curve Settings (Operator Panel):**
* Open the small **Bridge Edge Loops** popup panel at the bottom-left of the viewport.
* Increase **Number of Cuts** (e.g., `4` to `6`).
* Set **Interpolation** to **Blend Path** or **Blend Surface** to automatically generate a smooth curve without manual vertex tweaking.
* Adjust the **Smoothness** slider to shape the curvature.
---
**Key Shortcuts for Bridge Edge Loops**
* **Menu Shortcut:** `Ctrl + E` - **Bridge Edge Loops** (or Right-Click in Edge Mode).
* **Fix Twisting:** If the bridged geometry twists, adjust the **Twist** value in the bottom-left operator box to `0` or match vertex order.
The **Bridge Edge Loops** tool in Blender is the cleanest way to create hollow handles (like the forward square grip) and curved loops (like the trigger guard).
---
**1. Forward Hollow Grip (Square Loop)**
* **Block the Top & Bottom Plates:**
* Add a **Cube** (`Shift + A` - **Mesh** - **Cube**) and scale it to match the top wooden mount.
* In Edit Mode (`Tab`), duplicate (`Shift + D`) the bottom face and move it down along the Z-axis to where the bottom base of the handle ends.
* **Prepare the Openings:**
* Select the bottom face of the top block and the top face of the bottom base.
* Delete the faces only (`X` - **Only Faces**) so you have two open rectangular edge loops facing each other.
* **Bridge the Left & Right Pillars:**
* Select the left edge loop pair and press `Ctrl + E` - **Bridge Edge Loops**.
* Select the right edge loop pair and repeat (`Ctrl + E` - **Bridge Edge Loops**).
---
**2. Trigger Guard & Curved Bridges**
* **Extrude the Starting Points:**
* In Edit Mode, extrude two small square face profiles: one from the bottom of the receiver and one from the front of the pistol grip.
* Delete both end faces (`X` - **Faces**) to leave two open edge loops pointing toward each other.
* **Bridge with Segments:**
* In Edge Select mode (`2`), select both open border loops (`Shift + Alt + Click` on both).
* Right-click and choose **Bridge Edge Loops** (or `Ctrl + E` - **Bridge Edge Loops**).
* **Adjust Curve Settings (Operator Panel):**
* Open the small **Bridge Edge Loops** popup panel at the bottom-left of the viewport.
* Increase **Number of Cuts** (e.g., `4` to `6`).
* Set **Interpolation** to **Blend Path** or **Blend Surface** to automatically generate a smooth curve without manual vertex tweaking.
* Adjust the **Smoothness** slider to shape the curvature.
---
**Key Shortcuts for Bridge Edge Loops**
* **Menu Shortcut:** `Ctrl + E` - **Bridge Edge Loops** (or Right-Click in Edge Mode).
* **Fix Twisting:** If the bridged geometry twists, adjust the **Twist** value in the bottom-left operator box to `0` or match vertex order.










