When I use Vertex select in Solidify modifier, the unselected mesh go crazy...

Hello. Thank you for watching my post.
Now, I’m modeling a car, and I want to add thickness to certain parts of the mesh.

Howeter, If I use solidify modifier and select vertex group, the selected areas correctly get thickness but the other’s faces flip over… I don’t know why this happens.

The solution I can come up with is to manually flip directions after applying the modifier. However I don’t want to apply it as long as I can.
Also, if I check “Only rim”, flipping disappears. But this way, I think that the mesh doesn’t have thickness except for the perimeter. That’s bad if I render inside of the car.

I’d appreciate if you could tell me why this happnes and how I can apply thickness to certain parts without distorting the mesh. Thank you for reading.




Have you tried changing the offset from -1 to 1? While you may need to adjust/scale the mesh sometimes it resolves some artifacts.

Thank you for replying. Now I tried changing the offset from -1 to 1, but the flipping wasn’t fixed.

I tried it with the very simple object and the same problem happened.

solidify.blend (451 KB)

In the blend you provided it’s normal to have that kind of issues since there are non-manifold edges.

Anyway to fix that mesh try this:
-apply the solidify modifier
-remove doubles(edit mode>w>remove doubles)
-ctrl+n to recalculate normals

Thank you. Oh, is this normal. Then that means I’m using the vertex select in a wrong situation…

Seems applying modifier is the best way to to fix it. I’m a beginner so I have a little bit of fear in applying modifiers like mirror and subdivision because once I applyed it I cannot turn it back to normal. I will continue creating and in the end I will apply it. Thank you very much!