Hello everyone !
I’m currently modelling a small (somewhat humanoid) strawberry for a game I’m making. I decided it would be kind of “zombified” (it being an enemy and all) and would have thorns representing kind of its state. I’m working pretty low poly for both time constraints and performance reasons. Now These thorns are on a vine and I decided to have it kind of a “vine entangling” effect (basic but it can give more interesting results in my opinion).
Now my basic shap is as follow :
then I decided to apply a screw modifier on it, the only problem is the result gives weird face normals (some being flipped) and most of all, the vertices normals are all over the place and make no sense at all. Recalculating it manually after applying fixes it, but not before. The problem is I’m planing to use a bezier to wrap the vine around the strawberry, so I’d like to keep non-destructive modifiers as much as possible. I’ve seen people do that for spiraling items many times, and never face normals were an issue. Here is an image of the final result :
My question is why is that doing that, and how can I avoid it ? Am I doing anything wrong ?
Thanks in advance everyone
Small edit : I tried all combinations of options in the Screw modifier, none worked
Edit 2 : Doing more tests, it seems converting the shape in a triangle fan fixes the problem, but because of how spin works (and it makes sense it shouldn’t work any other way) it creates faces inside, and full faces at every step of the spin.