Shading issue with boolean operation when joining tank main gun and shield

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Hi,


I'm doing the tank course, and decided to try doing a boolean union between the tank main gun, and tank shield.   I think I got the weld going pretty well where the gun joins the shield (though comments are welcome) but I'm having some shading issues at the edges where the shield angles






Any ideas?


Thanks,

  • Josh Canfield(joshcanfield) replied

    I'm new to this, but I have seen something similar. After doing the union, did you hide/move whichever object was the object added in the boolean modifier? I believe the union copies the object chosen for the union. If you put the union on the barrel for instance you can move the old shield or hide it from view/camera. 

  • kroneborge replied

    yes I definitely did that.  Plus I'm using the boolean addon, which automatically changes the old object viewport display to "bounding box"


    I think maybe I just need some support loops...

  • spikeyxxx replied

    kkroneborge I do not understand your model and don't know how and why you used a Boolean.

    You have too many Vertices where the cylinder connects to the cube and too many edges on the cylinder (result from Solidify?).

    Anyway, the boolean is too far away from the edge to cause any shading artefacts. (Or did you perhaps boolean the shield to the cube???)

    This is what I would have done:

    I tried your way, as far as I could see, but I couldn't reproduce any shading issues on that edge.

    Could you post a link to your .blend file (upload it to Dropbox or Google Drive or other cloud service)?

  • Josh Canfield(joshcanfield) replied

    The shield shape isn't actually a cube, although it's hard to tell from that perspective. Here's a pic from the tutorial page that shows the shape that I believe kronborge is going for:

     kroneborge can you show an image with x-ray turned on and an angle that shows the top edge of the shield? Or, what are your thoughts about sharing the actual blender file? Might be easier to debug that way? 

    Are the vertices on the face of the shield all in the same plane?