0
$\begingroup$

my object is split into two. Last time I got rid of this problem by making normals consistent, but this time it doesnt work. I have a Mirror Modifier on the objecgt, but not applied yet. Thanks for your help! enter image description here

$\endgroup$
  • $\begingroup$ Maybe the body of your character has faces on the inside (along the mirror axis) : deactivate the mirror modifier and make sure to delete those faces if any. Or, maybe there is a small gap beetwen the vertices of each side (the vertices aren't perfectly along the axis) : try to increase the Merge Limit value. $\endgroup$ – thibsert Oct 22 at 15:53
  • $\begingroup$ thanks for your answer :) sadly i already applied subdivision surface, but nothing seemed to be wrong with the mesh. By incresing the merge Limit nothing happened :( will those different meshes be visible when applying a texture or is nothing going to change? bc then i would leave it like that $\endgroup$ – Lotte Oct 22 at 16:10
  • $\begingroup$ You should have specified that you used a Subdivision Surface. I Suspect that when you applied it, it was BEFORE the mirror in the modifier stack ; that's a common issue. Anyway, why did you applied it ? Feel free to post your .blend if you want me to check it. $\endgroup$ – thibsert Oct 22 at 16:22
  • $\begingroup$ oh yes, i remember that issue. yes i would love to! can I add it in here and do you think you can fix it? $\endgroup$ – Lotte Oct 22 at 16:25
  • $\begingroup$ dropbox.com/s/wn3d5w63ub0oii6/… this should be the file $\endgroup$ – Lotte Oct 22 at 16:32
1
$\begingroup$

Your mesh is a nightmare to edit, because you applied the SubSurf modifier. You shouldn't do that unless you've got a good reason !

So first, we will Un-subdivide it. You can add a Decimate modifier, select the Un-Subdivide mode, and choose a Iteration of 10. Feel free to play with that value, 10 looks like a good compromise : enter image description here

You can now Apply this modifier ; this way, you'll get a mesh that is largely easier to Edit. enter image description here

The next step is to add a Subdivision modifier again, so the mesh will look smoother. A Level of 2 or 3 is more than enough.

For the mesh to look even smoother, but without adding more faces, you can go in the Object menu and select Shade Smooth.

enter image description here

There is still some pinches, but now you can move vertices in Edit Mode to mitigate them. Anyway due to the bad topology on the highlighted zone, you won't have a perfect result : enter image description here

I would suggest to read this Topology Guide (the whole site is quite interesting) if you want to improve this useful skill.

| improve this answer | |
$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.