The shared symptom in all these cases is that duplicate vertices occupy the same space, and are not visible to human eye. when using an importer script for a foreign-format file like.when hand-mirroring two halves of a single mesh, etc.when using the Spin tool (a seam commonly appear at the initial surface being spinned).when se arating parts of a model, and then +oining them again later.using the xtrusion tool and forgeting to move the vertices (you then have coincident geometry).This one is also a very common issue, mostly due to inexperienced modeling. The first solution should solve 90% of the cases. It's the finest way to do it, but it could make you crazy if you have a lot of faces to detect and to flip. select the faces whose normal is incorrectly oriented, and then use the Flip Normal button in the Mesh Tools pannel.Sometimes, you will need to issue this command a few times so that everything is calculated correctly. select all the faces of the model, and then use + to recalculate normals outside, or ++ to recalculate normals inside.What to do (in Edit mode) in order to correct this : The Draw Normals and Draw VNormals options activated, and the result with a cube in the 3D view If you witness strange variations of shading on the surface of the material, it's probably due to some normals inverted (generally after some by-hand poly modeling). Commonly, all the normals at the surface of your model should point either outward (most of cases) or inward (some cases, involving radiosity, for example). Draw Normals shows on your model the normals of the faces Draw VNormals shows on your model the normals at each vertex. Optionally, adjust the size of the normals using the NSize parameter. In Edit mode, panel Mesh Tools 1: activate the Draw Normals and Draw VNormals. In this example, one face of the head of Suzie has its normal inverted, generating the black blotch While they certainly did nothing real wrong, it can be quite frustrating to witness this within their lovely built models. At one point or another, the blenderhead will experience strange dark shading on the surface of their models. This is a very common issue for all beginners involved in modeling. But other cases are quite numerous also, as seasoned poly-modelers could tell you. Why would you be concerned? You certainly will, anyway, if you decide to model in Blender manufactured, lathed and/or milled objects, e.g., if you are faced with objects with very smooth surfaces but with very sharp edges. It is intended to be short and straight to the point. In this article, we will go through many ways of dealing with smoothing, be it smoothing issues or smoothing strategies.
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