Unsolved Modeling Issues

Discussion in 'Mod Support' started by Spirocon, Jul 22, 2021.

  1. Spirocon

    Spirocon
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    Hello everyone,

    first of all: I'm completely new to modeling. I've done the well-known donut tutorial but that's it. Now, I'm trying to model the hood of a BMW E36 and I was wondering how I could smooth it out as the render looks extremely choppy.

    All help is welcome and appreciated!

    upload_2021-7-22_0-42-9.png upload_2021-7-22_0-43-24.png

    Update #1 (22/07)

    Added more faces to even out their sizes (polyflow) but now the render has weird shadows on it.

    upload_2021-7-22_16-13-11.png upload_2021-7-22_16-13-48.png

    Update #2 (23/07)

    Started work on the front bumper and removed numeral faces from the hood again

    upload_2021-7-23_14-51-45.png
     
    #1 Spirocon, Jul 22, 2021
    Last edited: Jul 23, 2021
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  2. Cincinnatus

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    That looks very nice :D In blender, right click and click shade smooth. Then apply the edge split modifier.
     
  3. Spirocon

    Spirocon
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    Thank you! Allright, I'll try that out :)
     
  4. Agent_Y

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    To me it seems like the polyflow is your issue. BeamNG cars generally need good polyflow to deform better. Basically the parts with big pieces need to be divided into smaller ones, but not randomly, you just need to keep a somewhat consistent size of each piece.
     
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  5. Turbo49>

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    You might also want to avoid having faces with more than 4 vertices a.k.a n-gons. It's better to know it soon. :)
     
  6. Spirocon

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    Thanks for your feedback! Does that mean I could just use 'subdivide' on the bigger panels?
    --- Post updated ---
    Thank you so much! :)
     
  7. Agent_Y

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    Subdividing won't give you precise enough result, but you can try that and reconnect stuff that turns out too large after it, idk how good it will turn out though.
     
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  8. Spirocon

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    What would you recommend instead of subdividing? Just connecting vertices manually to get smaller faces?
     
  9. Agent_Y

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    No idea, ask someone who is better at modelling than me lol
     
  10. Spirocon

    Spirocon
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    Lmao thanks though
     
  11. Turbo49>

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    You can use the knife modifier on the existing faces.
     
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  12. Spirocon

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    Updated it, now it's got weird shadows :/ Any idea on how to fix this?
     
  13. Turbo49>

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    Select all and press shift+n. This will make sure all the normals are pointed outwards. If there is still weird shadows try to put some edge markers or remove some.
     
  14. Spirocon

    Spirocon
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    Thanks, unfortunately, the normals thing didn't work. Noob question but what are edge markers?
     
  15. Turbo49>

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    In the smooth shading mode, they determine where it should make a sharp angle. You can find them in the "edge" drop bar.
     
  16. Spirocon

    Spirocon
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    Cheers, found it.
     
  17. Turbo49>

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    Yeah, also make sure your vertices are all smoothly placed.
     
  18. Spirocon

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    Huh, that's odd. Every time I press Shift+N to recalculate the normals one side is fixed and the other one has the weird shadow. I though they were mirrored?

    Edit: It happens every time I select the "Inside" chechbox.
     
  19. Turbo49>

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    No, you see, normally there is one side you can see and not the other. In blender both show up, but if it is not correctly applied it will result in weird shading. You can see in which direction the normals are pointing by opening the little thingy in the upper right of the viewport, just left to the shading modes, represented by two circles. Scroll down to "face orientation" and check the box. Now the face that are pointed towards you should appear in blue and the other ones should appear in red.
     
  20. Spirocon

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    Thank you, sorry for bombarding you with questions right now haha. I guess this is correct?

    upload_2021-7-22_19-17-11.png upload_2021-7-22_19-17-42.png

    And also, I found these weird things underneath, maybe they're causing the shadows?

    upload_2021-7-22_19-16-43.png
     
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