Reply To: How hard is it to fix this?

Forum Archive How hard is it to fix this? Reply To: How hard is it to fix this?

#98558
Jeff Bellune
Participant

    New info much appreciated! My replies:

    @ Grady, @ Omar

    I see at least 4 verts that don’t seem like they’re connected to anything other than the straight line they’re on, 3 of which are on that edge with the shading issues. are you trying for extra low poly model? if not, ideally, you wouldn’t want more than 5 edges connecting to a single vert because the more you have there, the more pinching and artifacts get introduced. (or is this already triangulated?)

    As Grady points out, these bad boys are just hanging there causing trouble, making those faces ugly, You can dissolve them with Control + X, sometimes it doesn’t work so you may need to delete them for reals. 

    I added those extra verts by subdividing the face. After moving some verts around with double tap G, the window frame improved but I still had big square ugly shading. Subdividing let me shrink it down to small sliver ugly shading. The model’s materials hide the shading enough to make it usable. I’m not going for a high or low poly model. I just want it to look good in my renders and animations. Based on Martin’s a reply, I will start over with the custom normals cleaning and see if I can avoid subdividing.

    @ Martin 

    I don’t have any experience with imported Models from other Programs, but Clearing Custom Normals Data can also help (getting a fresh start, as far as the Normals are concerned). For instance here:

    That’s impressive and certainly good enough for my needs! Did you make any adjustments before clearing the custom normals data? (And I  had to reduce the clip start to 0.001 to be able to see close enough to access some of the vertices and move them around. I set it to 0.1 afterwards to continue working on the model’s materials.)

    I’m going to start over and try just clearing the normals data. Fingers crossed! 🤞🏻