While working today on my current project which involves a bit of kitbashing I noticed the following visual imperfections while viewing the models from afar.  This does not happen at all when viewing the same model from close.    You can see how the face orientation looks in the second pic. I would like to know if I can get rid of this disturbing effect since I do not want it to transfer to the final model? Thanks.
45867
I don´t know if this is a bug only to me or a common problem, for I don´t know why it occurs.  I had a problem once before where some edges of my model got jagged with black holes when switching to rendered mode (or actual rendering). Answers I got said that I modeled in too much detail or too small, and used the combination Subdiv Modifier/Auto Smooth/sharp edges wrong.  Now I have a way more problematic thing. I have a really simple scene, but most of the edges have this annoying jagged problem. I build this model in a higher scale (since the last one was too small).  I used the Subdiv Modifier/Auto Smooth/sharp edges again, but if I toggle on/off the Subdiv Modifier/Auto Smooth/sharp edges/seams, shade smooth/flat, won´t help at all. These artifacts just keep showing.  Does anyone know why this occurs?  Shaded Flat and zoomed in for a better look on the artifact.      My hardware specs are   GPU: Asus M5A78L-M LX3 GPU: NVidia GTX 750 StormX OC CPU: AMD FX6300 @ 3,5 GHz 8 GB RAM Windows 7 Professional 64-bit
31738
Ok, when I applied my subsurf modifier my mirror modifier messes up... how can I fix this?  Here is the mesh before I applied the subsurf modifier.
75935
So I am having a problem where the subdivision modifier will constantly distort my models in a very odd way. The subdivision modifier causes the model to warp inside itself at the middle of my model. I will include a before and after picture of the application of the subdivision modifier. I am getting fairly annoyed with this problem so I would very much appreciate if some one could clarify why this is happening.  Thanks, Nova
65719
It's kind of an interesting result.  Here is how render viewport should look on frame 1:    Here is what happens when I press F12:    It's like I have a second camera (although I don't) somewhere below. What is even weirder is that If I place the camera behind the wall...    it shows everything correctly (example cube is seen):    As you can see, my camera is following an object that is on Bezier curve WHILE being on Bezier curve (right) itself. This animation is working perfectly on rendered viewport but not if I use ctrl+F12. Just the same grey viewpoint.  What could be the issue?
95671
I've been seeing this distortion treatment popping up everywhere lately and was curious if anyone knew how or could point to some resources? I've tried a google search but can't find anything relevant. I've also tried the flag/wave effects in Illustrator but it looks like a cheap recreation.
9316
Zooming in to inspect texture details in 3D view clips some closer faces like shown in the image. It's not the camera view so changing camera settings doesn't help.   Where can the distance to the clipping plane be adjusted?
47930
I've followed the same  I mentioned in the question I asked  and my boat hull looks pretty good.  The process is to make 3D B-Splines increase the resolution and then convert them to Mesh Elements.  Then you make a plane and cut it in half along the "Y" axis.    I followed through the process and see a couple issues that I would like one of you to address.  First, I see that the normals are not correct.  The inside of the hull is not important but the outside needs to show materials.  Also the hull is not stitched together along the keel.  I don't know how to do that on a mesh that has had the Mirror Modifier applied to it.    Anyone care to help?
120552
So I was messing with Subsurf modifier to create a certain sword and then some weird artifacts began to appear (cape-like). I've tried adjusting the Crease, but couldn't achive what I wanted. Basicly, what I whant is the as on the screens, but wo any artifacts :)   Also, here's the .blend file, cause I assume I didn't make myselt 100% clear.
87038
Hi guys,  I'm trying to simulate the metal flakes that you can see . It looks close to a metallic paint + flakes, but it definitely is something else.  I found a few materials that come close to it, like , but if you look at the video it seems to only show up when it's in the specular and there's a bit of iridescence to it. Also, it completely disappears once it's outside the specular glow.  Do you guys have any idea how to approach this? Any idea of a material that's a bit closer to it?  Thanks!
36929
I've only been 3D modelling for a few days now, so this may just be a newbie mistake:  However, because this model is for use in a game I am trying to stay away from proximity loops for performance reasons. Instead, I have used edge creases to maintain the structure of the model. It has led to certain vertices not being affected by the subsurf modifier, causing undesirable lighting at high subsurf levels.  Manually moving each point in a bit seems kind of sloppy but I'm not too sure what the best way to go about this is.  If any more information is needed I'll give what I can, thanks in advance :)
64232
I have a model, with a node setup that includes a texture. The problem is that the texture isn't showing. How it should look (the little spot distortions are visible):  How it looks:  My node setup Node Setup  The file can be downloaded here:
102927
I work in internal, and I made a model shoot fire. For some reason it looks very low res. What can I do to fix this? an image has been attached:
62778
I ran into a problem I have never seen before and that is when I try to sculpt on a mesh, it sculpts like this:  Instead of this: I am using dyntopo with these settings:   I feel like theres a very obvious solution to this, but I have no idea what it is.
107325
Black lines appear on my mesh when moved away from the origin. The black lines intensify as the mesh is moved further and further from the origin. The black lines only appear in the render view. Any help on the issue will be greatly appreciated. Attached is a photo of the issue and the blend file.
21479
I found, that some faces are blinking (like Moire effect) while rotating in preview.  Is this normal?  Reboot didn't help. Blender version is 2.76  OS is Windows 10 prof.  Video is GeForce GTX 770.  Sample:   UPDATE  The following message appears upon start:    (AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead)  UPDATE  I found it is the problem of my model, since it affects only half of it:    I was extruding circle and the split is located exactly where I started. I.e., right half was extruded from the circle to the right, and the left half was extruded from the left vertices to the left.  Also I noticed extruding behavior changed when I was doing this:
19269
I think my question relates to a fundamental of 3D modeling that I haven't picked up on yet. It's very simple:  Let's say I have a flat quad. A plane on the XY plane inserted into am empty blender file is a great example. Now let's say I start moving each of the 4 vertices around on in any direction, especially the Z axis.   At this point, there would still be one face, but its extremely unlikely that the face would be planar (I just learned this word). So blender does its best to make sense of what this should look like.  The problem I'm having is that it seems like my quads are always like this, but they never look the way I want. There are edges and seams that look like they are dangling in space, and what tends to happen is that my mesh looks great when viewed from most angles, but if you look at it from just the right angle, you notice the dangling edges or sometimes even some kind of impossible geometry. And so I might try to nudge the problematic vertices around, but this often seems to either make it worse, or just hide the bad geometry until you see it from a different angle.  For me, this always seems to happen whenever I'm trying to move vertices to add roundness to something that is originally square.   There is another question on here about how to actually flatten the quads. That's great, and I might use some of the techniques mentioned there. My question is:   Why does this happen? (Can someone explain this better?) What are some tips and tricks to avoid this situation? What are some tips and tricks to mitigate this situation?   EDIT Here is an illustration:  The overall mesh as viewed from a distance looks decent (for my skill level)    But if you get closer and look from a certain angle...    Super close up:    The "edge" that is pointed to by the arrow is not actually an edge, but some kind of artifact created when blender tries to show the quad. The way the vertices are positioned, it shouldn't actually be possible to see the sliver of the face that I marked in red, since this face is supposed to be around the corner from the edges. The edges should form the silhouette on the right side of my figure.     Here is the side view. Maybe it is the angled topology that skews the face in a funny way?  But I'm not looking for help with this one particular issue, but rather a better understanding of why this happens, and ideas to prevent this in future models.
65038
Anyone seen this panel? Essential for precise modeling.