Well i m trying to model with cube and extrusion, an to get some bevel so as to get rouned cube ect… but i m still stuck with the normal trouble. may be i m a perfectionnist. but i want to get hard surface with not to many poly. so i use to set smoth the surface to check the normal direction then to set auto smooth. but on flat surface you can see the hidden triangle, and if you select the flat part to set it solid the transition between the bevel and the flat part is ugly. did someone found a way to correct this.
by the way do someone know if a better bevel tool is planned, and if it will be possible to set smooth at a vertex level maybe?or the way to remove the impression that there is some triangle in the surface? or support for more than 3 or for vertex surface in next release? Or teh way to get a lot of money without working?
thanks
but on flat surface you can see the hidden triangle, and if you select the flat part to set it solid the transition between the bevel and the flat part is ugly. did someone found a way to correct this.
Sounds like a mild case of notalrightis. If you Autosmooth after you press SetSmooth then the only thing I can think of is that you have doubles; if so it should look even worse with Subsurf. You’ll only see the result of AutoSmooth in the Render. Post the blend if all else fails.
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and ways to build my object and i got descent result. But i think that a great improvement would be a good bevel and support for faces with 5 points. I join a blend file tha is ok for geometry whithout subdividing. but when i subdivide i got a strange result. if someone is a bit curious?
http://www.mediafire.com/?3lmwjmm2jwt
Flat surfaces need to be set solid, otherwise you will see a diagonal division in every quad-face giving the impression of triangles where there are none.
As far as five or more sided faces are concerned…they’re called n-gons and you’re not likely to see them in Blender any time soon. The crowd keeps screaming for them but I don’t think Ton is too keen on the idea. As far as I can tell they’re really only good allowing people with sloppy modeling technique to take an easy way out. I think they produce ugly, messy meshes (in most cases) but that’s just my opinion.
if you set some face to be solid and some other to be smooth it seems that you get a noticeable difference between both. And even with clean mesh construction as far as i m able to do (with quad and tri like in last exemple)you can still spot some artifacts. And subdive for flat surface so as to increase geometry and reducing artifact is not helping ,because it s cleaner but it s heavier.
Hello, Dagobert,
Try this http://wiki.blender.org/index.php/Manual/EdgeSplit_Modifier
Maybe this will help with your smooth and hard surface modelling.
I haven’t gotten the hang of it yet, but it sounds like this is what you are talking about.
Craigo:D