1
$\begingroup$

I'm working on the torso of a character model, and I added a subdivision surface modifier to get a rough idea of the smoothed final product. Not soon after, I noticed that there were some holes in my geometry, and I quickly filled them. Once the mesh had been fixed, however, there were a few areas where the subdivision surface mod would be pulled to a vertex of the mesh.

The model with subdivision and mesh analysis (sharp). Those red bits are where the subdivision is being pulled. Picture of mesh with mesh analysis showing the subdivided mesh being pulled to the original

Better angle with Mirror mod on. Similar picture to above with a better view of the protrusions

There don't seem to be any N-gons, and the triangle that was originally there from filling the mesh has been turned into a quad. It is possible that there are some doubled vertices, but I doubt that that's the problem. Recalculating the normals didn't help much either.

I feel it has something to do with me filling faces connected to those points, though I am still unsure of the cause. The Blend file should be below. Help is appreciated.

Blend File, Google Drive

$\endgroup$

1 Answer 1

1
$\begingroup$

You have 2 faces overlapping, you must have missed it because the vertex is hidden in Edit mode, unhide it with AltH then delete it:

enter image description here

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .