I’m having an issue with a model in blender. Whenever I remove vertices and create new faces, the faces direction isn’t blending in with the rest of the model. You could see the dark seam on the model.
The faces being flipped isn’t an issue and there’s no overlapping vertices. I don’t know how to fix the dark seam I’m seeing. It’s not a major problem, but it’s bothering me.
Google how to flip faces, as well as how to show face orientation. There are a few ways to do both.
I’ve had this case where one of the faces I started with was flipped, and every face created from it had an edge showing.
Usually I select all faces in Edit mode, go to the Mesh tool, Select Normals, then select (if I remember correctly) the Reset Vectors tool. It helps blend in faces that you’ve modified.
Another thing is you may have created duplicate Edges or Vertices.
Go to the Mesh tool, Clean up, and Merge Vertices by Distance. This will take multiple overlapping vertices and make them into one. You can also change the distance parameter that they can be apart so they don’t have to be 100% in the same location.
I know how to flip faces and show the orientation of faces which all the faces are normal. I’ve done all that you’ve recommended and I’m still seeing that seam. However resetting vectors did make the seam a lot less visible, but it’s still there.
I’ve made a silly mistake which I didn’t notice which had to do with edges. Once I removed the edges around that part the model was smooth again, so that’s a big mistake on my part
No the merge vertices by distance tool didn’t help. The reason why there were dark outlines on my mesh was because there were sharp edges around those areas which was made when I created new faces (without knowing). So I had to go to into edit mode → Edge → Clear Sharp, which fixed the weird dark outline problem. After I cleared the sharp edges the mesh wasn’t completely smooth, I then saw stretch like marks on my mesh which was fixed by resetting the vectors. So learning about resetting vectors helped out greatly.