Been a while i have been blendering. I started some time ago with blender but stuff got in between that and in the meanwhile my drive with blender + all saves stored on it died … so … I started again with blender , from scratch because i forgot most of all i learned. Now i am remaking my logo again and i stumbled upon a problem. Most stuff i tend to find in videos on the net and here on the forum etc. But not this problem. Maybe im not formulating it right , idk. But this is what im facing:
I have my logo, think my topology is kinda … ok? And i applied the subsurface modifier. This works great on most parts. But on some objects , some corners do strange things. Although the opposite corner has the same/mirrored topology and is correct.
This is the model with the topology showed. It has all quads and i shape the corners sharp with extra support loops, wich mean that every sharp corner has 3 edges. Probably not the best method, edge crease maybe is but havent looked into that yet since the thing i was doing was working great till now.
The shown topology shouldn’t result in that creasing. It’s likely a doubled face or discontinuity.
If you provide the mesh, somebody can likely demonstrate the issue.
As mentioned by the other posters, you’ve doubled faces. I would assume you were extruding and then cancelled the extrusions transform step, but not the extrusion operation.
How do i detect overlapping vertices? i guesse with the mesh analysis Ben_Morrison mentioned? I can select all and then merge by distance, but then the model is very curvy again. But i guesse i can restart creating edgeloops again and see if it fixed it.
I can follow u here but i think , that u maybe think this because i added a extra loop on the underside corner to create a sharp corner with the modifier and i set the loop ontop of the lower corner edgeloop. I guesse i should use a other method for this?
A “Merge By Distance” will always remove overlapping vertices, within the tolerance distance.
Issues with SubD almost always boil down to overlapping/redundant verts, coplanar polys, and unwanted internal (usually) polys. They can be devilish hard to track down though.
I checked the mesh analysis. but i dont really understand whats going on there, i see red faces… but what they mean i dont know. , i redone this object and its not showing red faces so guesse thats good.