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Everywhere on the object the texture is nice flat and consistent, but in this part it is quite rough and I don't know what to do with it. I tried almost everything, even modeling it again. The geometry is everywhere the same.

Part of the inconsistent metal texture:

Part of the inconsistent metal texture

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    $\begingroup$ I think you just need to delete geometry beyond the mirror-axes. Otherwise the surface is z-fighting its own reflection. ( Mirroring while still in the lo-poly state is also more conventional) $\endgroup$
    – Robin Betts
    Commented Aug 4, 2022 at 10:57
  • $\begingroup$ @RobinBetts - It is perfect now! Thanks a lot man! Can I ask, how exactly did you deleted geometry behind the mirror? I am really into learning something new and useful in Blender. $\endgroup$ Commented Aug 4, 2022 at 12:49
  • $\begingroup$ Hi, Matěj ! I've posted an answer describing the sort of steps I took with this (new-to-me) file. $\endgroup$
    – Robin Betts
    Commented Aug 4, 2022 at 17:08
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    $\begingroup$ @RobinBetts - I don't know how to properly say how grateful I am. Thank you so much. I learned a lot of new stuff by this, so really appreciate it! Have a nice day Mr. Blendmagician! $\endgroup$ Commented Aug 5, 2022 at 16:24

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In response to your comment.. these were my steps.

enter image description here

  • (1) Mute all the modifiers, to see what basic geometry we have.
  • (2) Note that the geometry is on both sides of the symmetry lines. A Mirror modifier reflects both ways across it, unless 'Bisect' is checked, so this will result in overlapping geometry.
  • (2, cont.) Attempt to Alt select the edge-loops at 12 and 6 o'clock. This fails to select all the way round, on good-looking topology, arousing suspicions. Tweak and drop the vertices where the loop selection stops, find duplicate vertices.
  • (2, cont.) See if M Merge > 'By Distance' gets rid of the vertices. Info bar tells me 43 vertices removed, loop-selection now works. H hide a few faces in Edit Mode to check for internal/duplicate faces, etc. Seems OK.
  • (3) OK. - V rip the edge-loop selection, and drag left...

enter image description here

  • (4) Do the same with a loop-selection at 3 o'clock, dragging down. L hover over the mesh-islands to select, and delete, leaving 1/4 of the mesh.
  • (5) Switch on 'Axes' in Object tab, Viewport Display panel, to see the orientation of the object. X,Y,Z uneven. Inspect Object Scale in the properties panel. Note non-uniform object-level scale. No. This can have undesirable side-effects. (Always scale in Edit Mode, while modelling). Ctrl A > Apply scale, to correct.
  • (6) Seems clean. OK. Mirror in X and Y, and Subdivide.

The only concern left is that the radial loops in the circle are not evenly distributed. Looking out for uneven shading / apparent curvature under subdivision. However, when shaded, looks perfectly acceptable. But may have to bear this in mind if fitting other circles to this one.

enter image description here

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