Select left and right vertex (points)
KEY S KEY X -0.7 ENTER ( negative numbers, not typo)
Select top and bottom vertex (points)
KEY S KEY Z -0.7 ENTER
MUMPAD 3 side view
Select left and right vertex (points)
KEY S KEY Y -0.7 ENTER
TAB leave edit
KEY Z shade mode
Now you have a symmetrical spiked object. I have recalculated the normals but
the render still shows odd faces and inversions.
Does anyone know why?
Yes. This spiked object looks good but it’s a pure mess It’s full of “inverted” faces, intersecting faces, etc.
I mean, the side of a face that is outside on one part of the object is inside the part of the other.
Blender can’t guess what faces to display as “outsides” and what faces to display as “insides”.
.
I mean, the side of a face that is outside on one part of the object is inside the part of the other.
Blender can’t guess what faces to display as “outsides” and what faces to display as “insides”.[/quote]
And is unable to correct normals for that reason.
I understand, thanks