Multires shows Red Normals that lead to funky eye-lids

posted to: Detailing the Eyes

So when I discovered this I thought it was the Silly Bug that Kent talks about. But I tried the fix four or five times, but to no avail. So I went digging and when I look at my mesh in edit view, the normals seem fine. (I also did a recalculate normals. just in case) But in sculpt mode with multires on there is a line in the eyelid with bad normals. I lifted up the eyelid in edit view and the base retopologized mesh doesn't seem to have any bad normals. When I tried the shapekey (to close the eyes) this gave some rather funky effect. Is this a shrinkwrap artifact? Any suggestions? Print screens

  • Omar Domenech replied

    That looks like the faces are folded onto themselves. Like when you take a sock and flip it inside out. Faces that should be in the back come up to the front as they intersect and it all makes a mess. Usually going over the messed up part with the smooth brush does the trick to un-mess the mess. Try it out and see if it helps.

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  • Jonatan Lyssens(JonatanL) replied
    Yes, that was my first thought to, but it was very hard to get any good results. That took the problem away. It's a very thin pertruding line and I had the impression I was smoothing everything out except for the bad normals part. I'll give it another go tomorrow. Thank you.
  • Martin Bergwerf replied

    Also, using the 'Front Faces Only' Option in the Brush Setting might help in those cases were Faces Are close together and/or overlapping.

    Especially the Inflate and Smooth Brush are your friends here.

    You might try doing this on the Base Mesh (or Move Vertices manually in Edit Mode), when the Faces are not yet overlapping, but only close together.

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