Hello, I would like to understand why what I show in the screeenshot in the red rectangle happens ? If I rebuild the 2 faces involved, it solves the problem most of the time why please ?
Because i’m a bit puzzled what’s going on on the bottom right side… the yellow material is somehow “stretched up” to the next vertex but the other faces have black material… ???
Is there some solidfy modifier involved which changes the material on the side (rim)… or is this simply because of different orientated normals ???
You may have to elaborate this to get a more suited answer ( like for example used modifers ).
For the bottom right side, the faces above the bevel are gold, below brown.
Modifiers : Bevel (to control subsurf) → Mirror → Subsurf → WeightedNormal
Normals are ok.
From the normal’s it looks like you have overlapping geometry.
In the red circles 3 faces?
It looks like but no overlap. If I delete the 2 faces designed by the 2 lowest red circles and rebuild them using the existing edges, it works. It’s like some weird datas were stored the first time I built the face.
Bevel does have a weird way to assign materials between two different textured faces if the number of segments is odd. For even values they are equally split between the faces.
Ok but why rebuilding the faces fixes the issue ?
Maybe when building them the other way around ?? I simply do not know… so using 2 (or a multiple of 2) should fix this…
Maybe when building them the other way around ?? Yes, I also thought it could come from this. I didn’t understand the “2 (or a multiple of 2)” ?
I thought I used 2 segments for Bevel but it was set to 1 and using 2 fixed issues.
Even number of segments…
→ multiples of 2
It should but it’s not the case all times .
Maybe if you share some part of this model… ?
I fixed issues but I have not finished the model so if it happens again, I will share .
Doesn’t matter… just to have a look the problematic part… delete the rest…
Hmm…i was already wondering…
So i thought there was some trick with the bevel before subdiv i do not know… but this is the reason why this doe not work… You do have at least two different weighted greased edges for the subdiv… so why also this bevel before ?
So i thought there was some trick with the bevel before subdiv i do not know…
In some cases, it can replace additionnal edge loops to control subdiv and give better results than crease.
I sent you this part cause there were errors (fixed if you put segments at 2 in Bevel settings) but it was a part I have to fix so maybe, there were creased edges.