Hello,
I need help. The marked part of the model always causes shading problems. Can someone help me, please?
Smoothing problems or shading artifacts have to do with more or less than four edges connecting a vertex, as things are still triangulated (internally) before rendering. (Nature of almost all render engines, not just a Blender thing.) Might have to figure a way to break up those larger faces to make it less noticeable. There’s more than one way to do things in that regard, so maybe somebody will chip in on it. The only other suggestion I could make is to place another edge loop outside where the surface transition is occurring. (Somewhere not at the fold where an abrupt change between concave/convex occurs.)
Check out Y.A.V.N.E. It’s pretty great for those cases if you have beveled edges. The UI feels a bit strange at first, but you’d normally just select all, set Vertex Normal Weight to FaceArea or Combined and press the adjacent plus button. It doesn’t always work, but when it does it feels like magic
https://blenderartists.org/forum/showthread.php?393179-Addon-Yet-Another-Vertex-Normal-Editor-%28Y-A-V-N-E-%29If you try it make sure to look at the github documentation, it’s useful.
@mbbmbbmm Thanks for the response. Y.A.V.N.E is really usefull. It didn’t solve this problem, but a lot of others.
You can make more edge loops around the object and connect the verts to those instead of terminating them with triangles. So that would be 5 extra edge loops around for each of those cutouts.
was no there something added in 2.77 for doing some vertex edit
or may be only for imported models ?
also are not verts not re calculated each time you edit a model ?
happy bl
Problem solved. I changed the topology a bit, still doesn’t look 100% right. This is no problem because I use it as a high poly model to bake normal maps, ambient occlusion and so on and the problems don’t show up on the baked maps.