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WEIRD SHADOW


Go to solution Solved by Cerbera,

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Also your roof has no physical thickness, so of course the renderer is seeing a reverse normal there when viewed from underneath.

Likewise the use of booles here is both unnecessary and causing you unpredictable surfacing. Much better to build this with actual poly modelling and no boolean operations.

 

CBR

 

 

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How would I convert the shape to not feature Booles please?... I need the booles to cut out the circular shape in the roof + the hole for a chimney.

 

Thanks and I'll add a thickness to the roof and see if this helps with the shadow?

 

Looking forward to your reply.

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  • Solution
14 minutes ago, Eddie Bonzai said:

I need the booles to cut out the circular shape in the roof + the hole for a chimney.

 

No, you do not require booles for this - just some basic modelling skills. You can convert what you have to poly objects by making the booles editable (select them and press C), which will then reveal the slightly horrendous geometry they have created, which is why they are not really the ideal way of making this - you have no control of edge flow or triangulation (bad, as we should be looking for quads when modelling) at any point...

 

...but having done that you will now be able to add thickness by selecting all polys and using the Extrude Tool. This will be more successful if you extrude OUT from the surface, rather than inside it, where you would probably get intersecting polygons, another modelling error we should be seeking to avoid.

 

CBR

 

 

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Here is an example of how you could have made the starting panel for the roof bit.

 

image.thumb.png.42370ae932c9f8d9489c26ab852b2ca3.png

 

In the first one, I have taken your boole, made it editable and used the Remove Ngons command, so that we can see the actual geo that has created - a horrible mess of triangles and complex poles. There is very little useful that you can do with a mesh like this as far as additional modelling goes.

 

Compare that to the next one over, which is a technically correct polygon model featuring symmetry and only quad polygons, which instantly makes it a much higher quality and efficient mesh because all the modelling and selection tools will now work predictably with it, as will subdivision surfaces, and any other subsequent modelling operations.

 

The 3rd example is a polygon model more fully suitable for use with subdivision surfaces (SDS). Here edge loops have been adjusted to converge on the corners (making them 'support loops') which will allow those corners to remain sharp when subdivided. Subdivision allows you to add infinite resolution to a low poly mesh while still leaving you only a few easy to mange vertexes with which to control its shape. This is not necessary if you need a hard, angular form, but is if any of those surfaces are more organic or need to deform, like if this was a tent or something...

 

Hope that offers a glimpse into the importance of mesh integrity and good polygon workflows, for that is the sort of thing that will forge a solid base to future modelling endeavours...

 

 

CBR

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