Okay so basically, I just need more verts placed in the right spots? I think I can handle that.
I went and applied the scale as suggested, don’t think I ever noticed that before. Rerendering that now with a higher subsurf to see what that does first and then I’m going to work on geometry more
I kinda stress out when adding more geometry however, I tend to only make things more bumpy when I do so. Is there a way to add geometry without jeopardizing the smoothness of a mesh or is that just something that comes with time and patience?
UPDATE
tried with a higher subsurf and that certainly did help! Had to apply the subsurf first though so yes, I really do need to add more geometry
Smooth surfaces do need more geometry than flat areas. But if you can change the edge/face flow such that the edges follow the form and there are more polygons on hard bends, you don’t necessarily need to up the subdivision level. It’s about controlling the density.
Another example. Two cylinders with 6 vertices around and then extruded. That is enough to give mostly circular look except for very close-up shots.
Cylinder on the right has it’s face flow going diagonally and that gives non-planar quads. Cylinder on the left has its face flow going as you would expect for this kind of form and there are no issues with the shading there. Same polygon count for both.
Not many options there. Could try to ease the non-planar quads to a position that shading can smooth out the artifacts, which won’t be easy since you either destroy the form or make neighbouring quads worse. Another is to make the face flow and density better suited for the form, third is to up the polygon count.
The problem hasn’t gone away unless you are never going to animate this dog.
Let me guess, this is the same model from the other thread where you provided no clues and told me to just give you a break and say yes or no… Now you’ve provided a model but chopped off huge parts of it - I’m guessing this is the ‘My beautiful model you can’t have it’ syndrome.
The problem here is that to reroute the edge flow you need to see larger areas of topology. That 5-pole is in the wrong place - it should be on a flattish area not where the geometry is going around a curve. The edges need to be rearranged to shift it over to the middle of the haunch but alas there’s another 5pole at the top just where you have cut the mesh to protect your creative efforts from our pilfery ways. That means that even if I were to retopo this part to put that 5 pole where it does the least damage I might just create another problem so it would be pointless.
If I’m 11, no one expects me to be particly respeckful, right?
Not sure where the hostility is coming from but you’re right, I wasn’t aiming to animate this, just needed a basic model that I can pose and was wondering why the shading was acting up
Also, in my last statement I pointed out that I know I need to work more with my geometry, no need to act as if I was saying that nothing you guys mentioned was helpful
as for me not posting my full image, it’s slightly copyrighted material and I’m still fuzzy on the forum rules so even though I made it by hand, I didn’t want to risk getting into trouble over posting images of what I was doing, hence I only showed the part I was having trouble with in the first place.
Plus, I imagine that since bumping up the subsurface would solve the problem, even if I was animating it the problem would largely be handled.