Hello guys. I am following a tutorial that makes chess pieces from start to finish. I was modelling the rook piece very well until I faced a problem I can’t figure out how to fix it and the images below show what I mean:
Up-close image of the rook’s head (Subdivision modifier is on and face orientation is on)
As you can see from image 3, there is a face normal problem which I don’t know how to fix. Can you help with this? In addition, is this a common problem when modifying the model’s topology? I appreciate if you could fill me with details.
Edit here: I solved the problem, turns out I had redo my work again and be careful how I put the loops and so on. The post is open if you can give me some advice to face less errors and mistakes for this topology problem. And thanks.
It’s hard to tell for sure from the images, but this looks like it could be one of 3 things:
There is a vertex that’s not connected and the subdivision causes a hole to become visible. Merge by distance can fix this.
There is overlapping geometry, a face accidentaly got duplicated or something like that. Merge by distance can fix this.
You accidentaly connected 2 edges with an extra face inside the mesh and the subdivision is causing that extra face to poke out. You would have to go look inside the mesh or hide faces to figure out if this is the problem.
As an advice:
Practice. A lot of it. Even if you a bit busy and need to do some other job: make some simple model. Something which you can finish within 10 to 15 min. If you feel it doesnt work and you need another extra 10+ mins - choose some less complicated model.
Make such exercise every day. Just save them as something like: subd_exercise_01, subd_exercise_02,…
After some time you would be able to go back and see which kind of error do you make, OR you may investigate some old files because there was some complicated case but you solved it like a champ, and now just need to remeber how exactly you did this in the past.