I started to notice today while working on a sofa for an architectural render that i got weird cracks all over the mesh (i noticed first when i was done with the mesh: when it was finished being modeled, sculpted and textured).
So i thought it was something i have done wrong somewhere along the way. I did the sofa again… and still the same result.
I then tried the following with a simple cube mesh.
What i did to it:
added edge loops + a subsurf / multires modifier (one or the other / not used both at the same time – same issue).
shaded mesh smooth
applied everything: scale, loc, rot.
unwrapped the mesh
recalculated normals
flipped faces
NO MATERIALS ADDED
used a basic lightning setup with light emitting from several planes
this artifacts are appearing as far as i see when i use “Rendered” option to navigate in the viewport freely. From the camera point of view i do not see (as far as i can see) that this type of artifacts appear.
Using cycles, blender version 2.71.
I noticed that where there are edge loops - being added manually or added by the subsurf/multires modifier i have the same issue.
PLease HELP with an answer - i never seen this issue before this day… or at least i did not pay much attention to it.
Your screenshots are not very communicative. It looks like your method may have added Ngons. Seem to remember a similar problem with rendered and ortho, are you viewing in rendered mode in perspective, see if it goes away.
If you can’t show the problem a little better I recommend you upload a file to www.pasteall.org/blend and link to it here.
Looks like it was because i was viewing the mesh from the ortho mode and not from perspective.
When i have switched between the 2 the “cracks” did not showed up in perspective mode. Also neither in the render :).
Rookie mistake - i was working many hours and did not notice i was in ortho instead of persepctive.
And to clarify - it - i had a cube and added edge loops to prep it for sculpting. So i have added edge loops and also a multires modifier (subdivided 3 times).
You have applied rotation and scale, and unified the normals. One more troubleshooting tool I use is Remove Doubles. Any time I have whacky looking mesh, I Remove Doubles.