I want to render the sword I just finished. But when I render it, the hilt and handle are fine but the blade looks odd. Why is this?

Here is the render:


This is what the blade looks like in object mode:

Object Mode

This is what it looks like in edit mode:

Edit Mode

This is my lighting setup:

Lightning Setup

I'm supposed to have the bevel along the sword but not what I have highlighted below.

Problem Areas

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    $\begingroup$ Have you removed doubles and recalculated normals? If it won't help, feel free to post a .blend file via pasteall.org, so we can see what's the problem. $\endgroup$ – Paul Gonet Jan 20 '15 at 15:15
  • $\begingroup$ I clicked removed doubles but didn't have any and reset my normals but it didn't change, here's a link to the model. $\endgroup$ – Sam Jan 20 '15 at 15:20
  • $\begingroup$ pasteall.org/blend/33906 and the password to it is : render $\endgroup$ – Sam Jan 20 '15 at 15:21
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    $\begingroup$ @Sam Some of the liks in your question are broken. And please link images directly to the question instead of sending us to websites plagued with adds. $\endgroup$ – user1853 Jan 20 '15 at 15:23
  • $\begingroup$ @cegaton I did not see any adds, adblockplus.org really does work. $\endgroup$ – David Jan 20 '15 at 15:31

Alrighty, lets jump into it.

First of all, those weird spots in the render were perfectly normal. If you zoom in, you'll see that they're actually triangles- this from the fact that all n-gons are actually sets of tris. You can solve this by adding a subdivision-surface modifier.

Now you don't have those triangles, but you get a different effect: looks like quicksilver.

enter image description here

Now, this is mostly just a modeling error because two sides of the blade converge momentarily in the center, the area of the sword commonly called the bloodlet. This creates a zooky effect that is the combo of z-fighting and bad unwrapping.

To fix, I changed the subsurf mod from catmull-clark to simple.

enter image description here

You still get a bit of whack, so go into modeling and put some air between the inside edges of the bloodlet, rather than allowing it to be 2D. Then unwrap the model. This should fix everything. It needed to be unwrapped because your texture was repeating to much in the bloodlet because there were more vertices then around the rest of the blade.

enter image description here

| improve this answer | |
  • $\begingroup$ Thanks so much!, now i was finally able to finish this portfolio piece! just so you can see here is the finished product! tinypic.com/r/2ahy54l/8 looks just how i imagined! :> $\endgroup$ – Sam Jan 20 '15 at 16:40
  • $\begingroup$ The render looks good now. There is still some place for geometry improvements though (as Vince suggested). Btw if this answer helped you, feel free to mark it as accepted using the check mark at the top left of the post. $\endgroup$ – Paul Gonet Jan 20 '15 at 17:19

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