Hello there, everyone!
I’ve been working on 3D modeling in Blender lately, and I’ve been getting better! (Atleast, I hope.)
I spent quite a while on a hat today, and it’s mostly finished. But there’s just one problem.
There appears to be strange lines going across certain parts of the mesh. It sort of looks like dents.
Here’s what I mean:
There also seems to be a seam on my mesh, but I don’t quite know how to fix it. As the UV map appears fine.
If you know how to resolve these issues, please let me know! Thank you!
6 Likes
For the shading errors in the mesh, I usually delete all associated polygons and retopologize the area. It looks like you might be using the edge split modifier on the hat, and that tends to create strange normals like that. By making the edge between the brim and the band more defined (making the angle between the faces smaller), the modifier is better able to tell what should be smoothed and what is an edge. You can either change the angle manually or adjust the split angle in the modifier itself. If changing the angles with the edge split modifier doesn’t work, retopologizing the area is the way to go in those situations.
As for the seam, that tends to happen when the texture and the background of the texture are too close to the edge of the UV map’s respective face. The farther you zoom out in studio, the more visible the edge becomes.
Example of a UV map generated by texture painting:
You can see that the end of the painted texture comes very close to the edge of the UV, and that typically becomes apparent when viewing the model from a distance in Roblox studio as what’s beyond the edges of the UV begins to bleed into the look of the model:
By adding extra buffer between the texture and its background in relation to the UV coordinates, that gap can be closed:
That produces an edgeless result when viewing from a distance:
6 Likes
Thank you so much, this is very helpful. So far I’ve managed to fix the seam issue with my UV map.
I have a question. How do I retopologize a mesh? I use Edge Split all the time, I’m not sure if that’s a good or bad thing.
1 Like
It depends on if your edge split modifier is still active or has been applied already. If the modifier is still active, usually I move vertices around in various directions without impacting the mesh and sometimes the normal errors will correct themselves. If the edge split has been applied already, I usually delete the vertices involved in the error and replace them manually and that fixes it a lot of the time.
edit: it also looks like the triangles causing the errors are really thin—try making the faces similar in size instead of having some normal-sized ones right up against stretched ones since that tends to be the culprit when it comes to normal errors like yours.
1 Like
I’m having slight issues with understanding what you mean. I unfortunately understand things better visually than when I read.
I would upload a video of my mesh if I could, but for some reason it won’t let me.
If the edge split modifier is still active, modifying the position of vertices will dynamically change the way the normals are calculated:
If the effects of the modifier have been applied already and it’s no longer active, retopologizing (deleting the faces and then filling them in again manually) is an option:
Experimenting with selecting offending areas and using View > Merge Vertices > By Distance is also a way to remove doubled vertices which sometimes cause normal errors, but will reverse the effects of the edge split if used in areas where the modifier has changed the mesh.
1 Like