Greetings to all.
I have a whacky question here that I have been unable to get a good answer on.
When I learned how to model with subdivision surfaces (well, I wouldn't say "learned"- I'm still learning), I did so with the aid of a few tutorials and basically made up my own mind on the rest. In retrospect, this may have led to a few bad habits.
What I've noticed when modelling mechanical parts (basically, anything with a flat surface) is that I need to double-edge everything if I want to assign that mesh a highly reflective material and expect the reflections to look perfect. If I don't, then the resulting reflection "looks wrong" in that what should be a flat surface has a slight bit of warping to it near the edge of the geometry, which is readily visible in any reflection.
As far as I know, I'm probably the only person on the planet who does this (which makes me think I'm wrong). I've also been told that this is wrong by other more successful modellers then myself. Yet, if I want a nice uniform surface that has an uninterrupted reflection- I can't think of any other way to handle it.
So I'm wondering what your opinions are.
Am I wrong? Is my modelling form incorrect? Should I only be using one edge loop? The imperfections this seems to introduce are visibly undeniable, so is it simply something that most people ignore on the basis of things being that much easier to model?
I've attached two pictures highlighting this issue.
In the first, you can see the surface of the left model warp slightly near the edge of the model. The right model does not share the same imperfection because everything is double edge looped.
The second picture is just a wireframe render of the first, so you can see what the geometry looks like.
Cheers,
-SC
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