Timeline for Strange artefacts when using Decimate modifier
Current License: CC BY-SA 4.0
12 events
when toggle format | what | by | license | comment | |
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Feb 7 at 7:16 | answer | added | jozxyqk | timeline score: 1 | |
Jan 1, 2020 at 14:36 | vote | accept | George_E | ||
Jan 18, 2019 at 23:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Dec 18, 2018 at 0:48 | history | edited | Sazerac |
removed bad tag
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Dec 17, 2018 at 20:52 | answer | added | George_E | timeline score: 1 | |
Dec 17, 2018 at 18:28 | comment | added | George_E | @IAmGettingTiredOfAliases Thank you so much! :) | |
Dec 17, 2018 at 18:27 | comment | added | IAmGettingTiredOfAliases | Alright! Glad you could get it fixed, good luck with your project! | |
Dec 17, 2018 at 18:24 | comment | added | George_E | @IAmGettingTiredOfAliases I was just fixing it now. It didn't have and ngons, it was a warped grid because I was using the ANT landscape add-on. I am just applying "dissolve vertices" on every point where the issue occurs and it is fixing the problem. | |
Dec 17, 2018 at 18:11 | comment | added | IAmGettingTiredOfAliases | This probably pins it down to a problem in topology. In that case you could go and try to reducde the (inevitable) horrible geometry left by the decimate modifier yourself. I'm assuming that it's caused by NGons which really don't like the way they're being bent, I am not completely sure to be honest. I'd greatly appreciate it if you could upload the file for me to tinker with! | |
Dec 17, 2018 at 18:02 | comment | added | George_E | @IAmGettingTiredOfAliases I have tried that before and tried it again, and it still leaves me with the artefacts. I have a subsurf because my original mesh is low poly, and then I want to smooth it, so the decimate is meant to reduce that new poly count. | |
Dec 17, 2018 at 17:57 | comment | added | IAmGettingTiredOfAliases | Subsurf followed by decimate doesn't seem like a good idea to me. Anyhow, these artifacts can have multiple causes. Try recalculating the normals after applying the modifier (CTRL + N in edit mode, with everything selected) or removing doubles from the mesh. | |
Dec 17, 2018 at 16:52 | history | asked | George_E | CC BY-SA 4.0 |