Forum: Blender


Subject: Appears to be a normals problem

false1 opened this issue on Nov 20, 2015 ยท 20 posts


LuxXeon posted Sun, 29 November 2015 at 1:48 PM

false1 posted at 1:24PM Sun, 29 November 2015 - #4241477

I appreciate your advice LuxXeon. My first thought was that I'd want to remove the hidden geometry and somehow weld it to the overlapping pieces to make a single mesh. Are you suggesting to just delete the faces and leave those portions open. I think that's conflicting with my logical left brain, but I was certainly aware of the unnecessary geometry.

In order to weld those objects together cleanly, you'd need to be sure you have a matching, even number of vertices on both objects, which probably isn't the case. Connecting them together in a boolean type of operation will end up with some triangles, and poor topology in that area, which may affect your unwrapping, and also interfere with smoothing or subdivision. In this case,I would consider simply removing the unnecessary geo that is hidden inside the other object. You can loop cut the surface along an edge loop, detach, and then simply delete the hidden portion from the scene. This would/should give it a nice clean cut, and actually make it easier to unwrap, while keeping the visible topology clean.

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