Smooth and Subsurf defects

After I subsurfed and smoothed the chair, many defects appeared and I don’t know why (I chose ‘remove doubles’ as I was taught in the tutorial). Can someone please explain to me why that happens?

Note: I had a problem uploading the render / blender file to this forum. I would appreciate if you explain me how to do this as well. :slight_smile:

Try recalculating the normals. Go into edit mode, select everything and press ctrl+n. If this doesn’t solve your problem, it might be useful if you posted the .blend file.

It doesn’t solve the problem. All the defects have changed a little bit, but it still looks sucks. Please tell me how I post the .blend file here.

Ok I think I got it. There you go:

Well, look, if you have planes inside your mesh!
Greetz Michael

Do I have planes inside my mesh???

Your mesh is very messy. I found a few loose edges as well as a face that should not have been there. Go into edit mode near the top left back support and clean up your mesh there and you will see what your problem is.


Well, I tried to see if I had double edges in Edit Mode and remove them, but actually I didn’t really understand what I should do.
This is my first independent project in blender. All I did so far was to do the examples from a Vikipedia book, so I really don’t have much experience with blender. Therefore i’ll really appreciate it if someone explain to me what to do in order to fix it or how to avoid the problem in advance, and please try to be detailed, because otherwise I won’t understand what to do as I didn’t understand what BgDM tried to explain (although I appreciate his effort :)).

As Michael_R and BGDM stated you have faces encased inside your mesh. These won’t produce artifacts until you apply smoothing or subsurf.

I fixed your chair mesh and added an example (two meshes on the left) into the scene. In the example the top mesh produces similar artifacts as you had in your chair and the bottom mesh does not. To see why, select either mesh (both one object) and enter edit mode (tab). Go into face select mode (ctrl + tab - faces) and select all of the front faces. Now hide them (h) to see inside (alt + h to unhide). If you compare the two you’ll see that the top mesh has faces inside that cause the artifacts while the bottom mesh is clean.

Here’s the blend:

Some tips:

1 - There’s no need to model everything with squares. :smiley:

2 - YouDon’tRellyNeedToModelEverythingAsAUniquePart. A char is made up of different part; model them, if not as separate objects, at least as saparate meshes.

3 - Understand the concept of “edgeloop”. It will really help you.

Ok, thanks a lot. Now I managed to fix that. I really appreciate your help guys.