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See the slight triangles leading from the circle to the edges of the side?

So I'm having this problem where from certain angles this geometry is showing creases where there shouldn't be. Here's the things I've tried:

  1. selecting all the geometry that should be level and scaling it across the Z axis to 0, no luck.
  2. Auto smoothing the normals and marking sharp where it should be sharp, no matter what degrees I use for the smoothing it doesn't seem to make a difference.
  3. Triangulating the n-gons, still didn't get rid of it.

Shaded View, still gives that issue. Renders show it too.

I've seen a lot of people have a similar issue, but usually they're using Booleans, which I'm not doing here.

Maybe my geometry is trash?

It could possibly be my geometry, maybe I'm breaking a rule there. Any help would be appreciated.

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    $\begingroup$ The rule you're breaking (other than only using quads) is having non-quads (triangles and ngons) touching (neighboring) faces with different normals. You want to hide n-gons inside flat surfaces. i.imgur.com/zvqPJ4c.gif $\endgroup$ Commented Apr 1, 2021 at 22:20
  • $\begingroup$ yes, tris on ngons on slightly bent surfaces won't work fine. Are you allowed to use Subdivision Surface modifier? Because you could use less geometry $\endgroup$
    – moonboots
    Commented Apr 2, 2021 at 6:40

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Tris on ngons won't work fine on slightly bent surfaces. You could use this kind of topology:

enter image description here

If you can't use a Subdivision Surface modifier it needs a higher topology but you can keep this sort of solution:

enter image description here

enter image description here

enter image description here

etc...

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