Modeling Question: mesh looks ribbed when smoothing is set.

Hello everyone.

So I was trying to create a plate in Blender, when I ran into some issues when I tried to smooth the mesh or apply the solidify modifier. I started with a single vertex that I extruded into the basic shape (using subdivision in-between the core vertices and then using a sharp proportional fall-off to get it to bend. And then I spun that with 70 steps. In solid mode, it looks okay, but when I attempt to smooth it, the texture looks ribbed.

I’m wondering what is causing this to happen. Is it because the plate is only made of roughly 20 or so vertices (from top to bottom) and there’s not enough to make it look good enough? Should I have just used a curve instead?

Thank you.


Looks like you either have overlapping verts/faces, a duplicate object, or bad normals. Try removing doubles and check for a duplicated object. Then select all and press CTRL + N to recalculate normals. If that doesn’t work post the .blend here.

Wow! Recalculating the normals did it! Thanks a bunch!

Although I do have a question: what caused the normals to go “bad” per se?

Bahh, duplicate reply. My bad.

i’ll take a guess you duplicated this bowl from an unsolid object? [if the object is a solid object]
when you extruded the object you must have extruded the wrong way and the faces are confused and around the wrong way.
a face will always have two sides, the first is the texturable side that can be visible in textured view, the other side is the vertex, which is not visible whilst textured.
another way this may have happened is when you extruded from that circle in the middle outwards to make the curve of the bowl there was a bug. idk
but you can always tell when it just needs to be recalculate it when you run it through the texture view because some of the faces will be seethrough like this

faces just get created backwards sometimes, dont sweat it, just recalculate if you get black patches, or check for duplicates as m9105826 explained

anyway, why do you need 1400 verts for a bowl?

Thanks everyone for the help.

Small Troll, Honestly, I can only confess a lack of experience. I’m relatively new to Blender and modeling in general, and I still have the mentality that “the more detail, the better.”, so I can’t yet effectively judge how much geometry I would need to make something look good enough.

I chose 70 for the spin on the plate, because the cup also had a spin of 70 from a previous tutorial I watched.

i see :slight_smile: you could have gone as low as 8 rotations to create the mesh then use a subsurface modifier level 2 to get a good smooth circle (set shading to smooth for a nice clean curve)

you will benefit from using modifiers wherever you can because they dont add geometry usually so they can be turned off if the scene gets too heavy and just seen in the render.

what tutorial did you watch that advised so many spins? out of interest

This one: http://www.youtube.com/watch?v=NM1ZmWLEBZs

I didn’t follow it fully, but at around 1:05 he does 72 steps on his glass.

I followed that number because I thought subsurfing would have been an issue with the cylindrical shape. If you subsurf a cylinder, it always breaks the connecting circles at the top and bottom into more faces as well, which I didn’t want. So, at the time, I thought if there were more default faces, the better. I didn’t know how to keep the bottom of it a single face.

Admittedly, I didn’t do my homework on how to fix that problem yet.

UPDATE: I’ve been told that Shift + E in edit mode on the faces that are extruded re-smooths this surface out. It seems to work pretty well.