Beginner help: problem with mesh

Hi,

I’m learning Blender (first time with 3D) and I’m having problem with a mesh which shows in the rendering. I don’t know if it is the mesh it self or the rendering that causes the problem but my guess it the mesh (which is why I post here).

Here is the mesh:
http://appmagic.org/images/mesh.png

Here is the resulting render:
http://appmagic.org/images/render.png

The problem is the small hole, which is rendered strangely. I’d expect the surface around the hole to appear perfectly flat, but it looks like it is recessed.

Would anyone have an idea why it renders like that?

I’ve checked and double checked the normals and they seems to be ok.

I would be really grateful for any help!

it’s tough to tell from the wireframe, I assume it looks flat in the viewport though, but not in the render? It’s early, I haven’t had my coffee yet, but if so try adding a loopcut closer to the rim to the part that’s pulled in. If that’s not working upload a simple blend of the part in question.

btw you can set the viewport subsurf level to be the same as the render level, which can be practical depending on your model/hardware.

try adding edgeloops along the red lines and building the faces around the hole along the green ones.
you will get all quads and much likely less problems.

Hi henkeyboy, 1st up from what I can tell from your screen shot is that you’re using tris instead of quads, you should always try to stick to quads, especially if you intend to Subsurf you model later. Also in this case I would surgest that you create some loop cuts horizontally for more geometry to connect to the cricle. If you get some quads that appear odd in the render or viewport, you can always try selecting the mesh and hit CTRL-N to make all the normals face the same direction. You can double check this in the right side panel and check the option in display “Normals” - the lines protruding from the poly shows you the direction. Hope that’s helpful :o)

Kinda beat me to it JO5EF ;o)

Recalculating normals is always good to add, though :slight_smile:

I added a second ring around the hole, really close to the first one and it helped. Can’t really see why it helped as I’ve already set the ring to sharp (which is why I stubbornly didn’t try it neither).

You lost me with the comment on “viewport subsurf”. Not an idea how you change that.

Thanks a lot for the help.

So basically you’re saying that quads are better than tris. Ok, I’ll try sticking to quads then.

Thanks everyone.

Yeah, always stick to quads, it’s not the written rule, but good topology with quads is always prefered. Subsurf won’t work without it :o)


Change the view number to match the render one.

Occasionally when you have faces of a significant variance in size next to each other you can get some weirdness happening, like where you had some tight ones then pulled out a long form out from that group- subsurf kind of wants to start averaging out the deformation higher up the chain.