Hi
Trying to build my room in blender. I am making this slanted wall where the fireplace sits. I have extruded from the floor to the top as you can see. However, the slanted back face of the extruded wall covers 3 faces behind it.
Is this problematic? Ie for rendering or exporting to other programs such as Unreal?
Or do I want to avoid 'doubling' faces for a cleaner mesh?
Hi nneishy ,
I'd probably make it something like:
The left one is for better seeing what is happening, in the middle one the 'hole' is filled with that Face. This way the wall has thickness, which is good.
You can fill the bottom as well if you want, but don't worry about making it non-manifold, if you're not going to 3d print it, use Booleans or use a Subsurface Scattering on the walls or floor.
I am pretty sure that no Renderer has a problem with non-manifold geometry, after all, a Plane is non-manifold.
But you can give the floor some thickness, if you want to:
I don't know what is causing that shading. Maybe try changing the Viewport Lighting to see if it's persistent (try the different options, Shadow and Cavity are also fun to play with):
It could be a topology problem; with the whole Mesh selected, try M > Merge by Distance, followed by SHIFT+N.
Hey nneishy ,
it was not so much the Autosmooth per se, as the fact that you have Custom Split Normals (and no, I have no idea how you got them).
You should clear them here:
Auto Smooth shades angles below the given Treshold Smooth and the others Flat. Mind how the angles are measured though:
The old school simple way of checking to see if you have errors is by seeing if an edge loops goes all the way. If you see it stop, you know there is a problem.
If you're suspicious that something is wrong with your mesh, there are various mesh analyzers on the Blender Market. They are very useful and point out any errors in your topology. Here's a link for one of those:
https://blendermarket.com/products/meshanalyzer-pro
Thanks guys. Well, I did follow that course about a 1 yr ago haha. And since then I've been focusing on other aspects (texturing, nodes, sculpting, animation, lighting etc.), which resulted in me forgotting some pretty basic and important things. But I'll check it out again.
I was playing around with the normals when trying to the get the bevel tool to work, before realising I need to apply scale first. That's why I set custom split normals data.
Thanks for the mesh analyser addon suggestion. Are there are other addons you recommend for modeling?
Is there an addon that fixes polygons, for example?
I tend not to use any addons, maybe a library here or there that would make my life easier. Producing everything yourself when you're on a time crunch is not manageable.
I don't like addons that make my life so much easier that it becomes a hindrance to me. One that fixes polygons sounds a bit too 2022. It's good to go through the fire and flames and learn through trial by fire. After you've managed to know all the basics by heart, I believe it's when you can take advantage of any addon out there. That doesn't apply to everything though, there are topics that go so deep that I will not master in a lifetime and using an addon might be a good thing. So you have to pick and choose what is more convenient for you. But again, I suggest you try to master the basics.
You can take a deep dive through the Blender Market, see what addons are out there that interest you. They have filters for you only focus on the modeling ones for example.