ugly surface after 'set smooth'

Hi there,

my model looks somewhat ugly when I set the faces to be smooth, like you can see in the attached (before/after) screenshots.
I checked the face normals, which look correct to me.
Why does this happen and why not when I set the faces to solid?

I’ve put my .blend file on an one-click-hosting-space, so you can inspect it if you want.

http://www.dataup.de/6039795/laderlaufrad.blend

Thanks to everyone who spent some time on this.

Best Regards,
Christian

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It’s because blender is trying to smooth all the normals. Try adding an edge-split modifier, I think you will get the results you are looking for.

Christian,
As lakcaj says. You could also add more edges (Ctrl+R) running in parallel to the edges you want to sharpen and move them (Ctrl+E>Edge Slide) close together.

A started a related thread on this a short while ago: Sharp details using subsurf .

Regards
/ Mats

Use an edgesplit modifier and turn on autosmooth, the default 30 should be enough, you can also mark edges as sharp manually if needed.

I’m not sure if I have the same problem.

I was trying to follow the tutorial on Modeling a coke bottle. http://www.flow7.com/index.php?section=blender3d&tutorial=coke1

When I finish I noticed that some of my edges seem to have a sharp crease to them and yet some of them are nice and smooth.

Does anyone have any suggestions to why that would be? I’ve enabled the “setSmooth” on the model. Part of me is wondering why not all of the creases show the same “artifact” effect or whatever.

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Did you do this step?

Press keyboard “Spacebar” to access the edit toolbar. Click “Edit > Vertices > Remove Doubles”. This will clear away all the nasty extra vertices we don’t want.

Once you have removed doubles make sure to select all vertices and Ctrl-N --> Recalculate Normals.

Thanks for the help, but I had already completed both of those steps. I even went in and turned on the “display normals” and looked at each.

I wonder if for the step where I scaled the edges in a little bit to get the ridges, if I scaled it in too much.

I don’t know if this will give anyone any clues or not, but I also played around with the “smooth” modifier. When I set the passes up to 4, I noticed that for some of the groves on the bottle, instead of a groove is was an opening. Not sure why that was.

I’ll keep playing with it. I guess that’s the only way I’ll really learn.

Remove doubles only works within a certain distance. It is possible that some doubles were not removed.

Otherwise, you have a non-manifold mesh, meaning that somewhere you have a single edge sharing more than two faces.