Blender

Blender

Bladee May 25, 2024 @ 11:12am
Bugged faces?
Hello, I'm new to blender, and I've noticed that lately, my faces are doing some weird thing. I'm not even sure how to describe it, so I made a screenshot instead.

https://steamcommunity.com/sharedfiles/filedetails/?id=3254272297

Please. Could someone tell me, wth is going on?
Last edited by Bladee; May 25, 2024 @ 11:13am
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still__alive May 25, 2024 @ 12:21pm 
You must have an n-gon or something without the topology to make the faces the way you want.

Topology = the organization or layout of your vertices, edges, and faces.
N-gon = face with 5+ sides/vertices.
Quad = face with 4 sides/vertices.
Tri = triangle, face with 3 sides/vertices.

Quads are the easiest to work with and you should try to keep all your faces as quads. N-gons can be used in some cases but you should avoid them if you can. Not all programs will support n-gons if you're exporting your model to other programs. And they might result in weird looking geometry in some cases.

Which I suspect is what is happening with your model. You just need more geometry to support the shape you're trying to make.

Topology is an interesting thing to look into and I highly recommend doing so because it's very important to 3d modeling.
Bladee May 25, 2024 @ 3:41pm 
Originally posted by still__alive:
You must have an n-gon or something without the topology to make the faces the way you want.

Topology = the organization or layout of your vertices, edges, and faces.
N-gon = face with 5+ sides/vertices.
Quad = face with 4 sides/vertices.
Tri = triangle, face with 3 sides/vertices.

Quads are the easiest to work with and you should try to keep all your faces as quads. N-gons can be used in some cases but you should avoid them if you can. Not all programs will support n-gons if you're exporting your model to other programs. And they might result in weird looking geometry in some cases.

Which I suspect is what is happening with your model. You just need more geometry to support the shape you're trying to make.

Topology is an interesting thing to look into and I highly recommend doing so because it's very important to 3d modeling.
Hmmmm, iirc I never had this issue before. But I'll give it a try. Thanks.
Mark3 May 27, 2024 @ 2:47am 
The face is not flat.
No Polygon Mesh modelling app can handle a single face that is so distorted. It needs to me triangulated.

Just Shift select the 2 opposite points at the crease & press J (Vertex/connect Vertex Path) or the also from The Vertex Menu, Connect Vertex pairs works. You can just select the face and press Ctrl+t (Face/Triangulate Faces).
Bladee May 27, 2024 @ 3:58am 
Originally posted by Mark3:
The face is not flat.
No Polygon Mesh modelling app can handle a single face that is so distorted. It needs to me triangulated.

Just Shift select the 2 opposite points at the crease & press J (Vertex/connect Vertex Path) or the also from The Vertex Menu, Connect Vertex pairs works. You can just select the face and press Ctrl+t (Face/Triangulate Faces).
Thanks you both for help, its finally working as I wanted.
Lystent Jun 5, 2024 @ 1:24pm 
Originally posted by still__alive:
...
Quads are the easiest to work with and you should try to keep all your faces as quads.
...
I feel it is necessary to mention an exception that occasionally causes me some material waste: 3D-Printing. Specifically, with low-poly meshes, like what I draw up myself or get from a game.

Put simple, if Blender is not when exporting the model (as .stl, mostly), the slicing software will triangulate all the faces, guessing whether you wanted outer-corner slopes, or inner-corner slopes. So what I have to do to keep my nose cones roughly cone-shaped is go over all the angled quads manually, making sure the edges go in the right spots.
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Date Posted: May 25, 2024 @ 11:12am
Posts: 5