Hi there, I’m new to Blender, so bare with me if this is an obvious answer. I am trying to model the head of a hammer. When I apply a Subdivision Surface modifier to the head of the hammer, one of the “tongs” of the claw looks fine, but the other one is blocky and odd. From a wireframe POV, they look identical. Can someone please give me ideas on where to look to resolve this?
Hey there!
It’s a problem with topology. See those black edges on the inner left side? Those are edges that do not form a face. They just hang there.
Instead the whole thing is filled with one big N-gon. Try selecting a face there and you should be able to see it.
Thank you! That seemed to have done the trick. What was weird though was that Blender was showing me faces for that geometry, but the face extended the whole side of the claw, not just a piece of the claw. Deleting that face and re-drawing the appropriate faces seemed to have done the trick.
Is it fair to say that anytime I see black lines on my model, there are issues with my topology?
That depends, I suppose. From what I’ve seen so far, it’s just a way to display an edge that is not part of a face. If such edges are not supposed to be present in your model (and in most cases they aren’t), then yes, there might be an issue.
Err… I think?
I am still bad in modelling so mostly yes, shading artifacts normally show problems with topology, i need to doublecheck the topology in wireframe because of this, a canceled extrude operation, or a boolean operation which caused extra edges in the wrong place…