Hi Sascha,
This is just a minor problem [I couldn't see how to upload the screenshot to this message, because the image icon only wants a URL as input, and drag-&-drop into the text window doesn't work]:
https://drive.google.com/file/d/1xnfxYVneL4OBzO7aT0e0sismmgYXXE8n/view?usp=sharing
At 13:55, there's a close-up of the sash corner inside the door frame. All your edges look squared off, but mine have bevels. More importantly, my sash looks fine, but the corner of my door frame has bad topology. I have tried different edge weights [0, 0.1, 1] on the door frame edges, and also different bevel geometry miter styles, but nothing fixes the corner. Should I add right-angled edge loops in the door frame to reinforce the corner, or do something else? I'm sure it's not noticeable, but I want it to be structurally accurate.
Thanks again...
Hi Shale CCookiePuss,
All sharp edges of the door should have a bevel weight or 0.1, except those on the front and around the outsides of the stiles and rails, which get the full amount.
On that upper right corner in your image it looks like there might be a double vertex, which can cause this kind of pinching.
Also make sure the return edge has a bevel weight:
Aside from that I'd have to see more of the topology of your mesh. You mentioned it's bad? Could you tell me more about that?
Or you can of course upload your file and I'll have a look.
Worst case you can of course always start over with the lesson. It might sound tedious, but it's always a good opportunity to see where you might have gone wrong or missed a step. π
For image upload, I usually just right click and copy the image in my file browser and then ctrl+v into the text field here. On windows that is.
Ah, I'm using a Mac, so maybe the image cut & paste works differently. I did get a green "+" when I tried to drag the screenshot, which indicates a successful copy, but it didn't appear.
I was careful to hide the sash elbow and check all the corner edges, including the one that arrow is pointing at. I'll go back and check again. I also merged vertices after you did the extrude-normals in the video, and two were removed, so I don't think that's the problem. I'll tinker with it some more...
Sounds good, hope you find the culprit. If not you know where to find me π
Ah yes, Mac might work differently. And apparently there's somewhat of a bug in the forum, that sometimes doesn't let you post images in the initial post. Maybe try answering your own post with the image next time. Might work.
Thank you. I just tried drag & dropping that again, but it still didn't work. Oh well...
I went to dinner, took a shower, then realized I didn't go over the edges carefully before asking for help. I discovered that I had actually marked several seams that were not on the edge of the door and weighted them to 1, and that's what was causing the distortion. Sometimes I can't believe the dumb stuff I do! Every tutorial involves me thinking of more efficient ways to do a few things, combined with a few setbacks for really silly reasons...
Oh, I do have one other question: When you do UV unwraps, why is the UV background wood planks instead of a blank space?
Yup, that will do it.
It's a really good thing though, that you're actively thinking about the process and tinker with it. Sometimes it will go wrong, but that's okay. Those lessons should stick in your head and you've got another mistake you won't make again (hopefully π).
Glad you got it resolved. Fresh set of eyes always helps.
As for the wood planks: That floor texture has been there since part two of the cabinet bodies, where I did the first unwrap. I left it there so I can show grain directions at any later time.
Oh, okay, so the floor is not a material to be applied, it's just for checking orientation...
I was just going crazy with my UV unwrapping, because it came out all crooked. Then I poked around for awhile and reshaped the corner of the window trim. Then I realized that I had a face inside the trim flipped inside out.
I haven't used Blender for a few months, and I totally forgot that I used to have Face Orientation turned on at all times!