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I did a bit of re-topo and suddenly when I smooth the model it creates this weird effect seen below: enter image description here

enter image description here

I've 'Removed Doubles' and made it 'Double Sided'. (I've also selected 'Auto Smooth' which has helped a little but I still get these weird cut off points.

You can see it near the top right section of the eye: enter image description here

Would love to know the solution to this problem as it really messes with the render.

Here's the .blend file: http://www.pasteall.org/blend/34280

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  • $\begingroup$ Looks like your mesh is separated, coul you upload .blend file ? $\endgroup$ Commented Feb 9, 2015 at 9:42
  • $\begingroup$ could be some edges extruded inside. Look close in wirframe view. $\endgroup$
    – Bithur
    Commented Feb 9, 2015 at 10:49
  • $\begingroup$ It could be internal faces as mentioned by Bithur. Maybe you could try increasing the Merge Distance for Remove Doubles. It's set pretty low by default and doesn't catch very many overlaps. A good way to tell if that's happening is to select and drag one of the vertices to see if the others come along with it. Press escape to cancel the movement. $\endgroup$ Commented Feb 9, 2015 at 11:30
  • $\begingroup$ I've checked multiple times and there're no duplicate vertices, edges or extrudes. Neither are they separated. I'll upload the .blend file so you guys can take a gander. $\endgroup$
    – Stewie
    Commented Feb 9, 2015 at 11:47

1 Answer 1

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It's simply that some of your normals that are wrong...

Select all faces CtrlA, press CtrlN to recalculate the normals (or from the 3d view header use Mesh > Normals > Recalculate Outside).

This can happen when creating faces and selecting vertices in a different order than blender expects.

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  • $\begingroup$ Ahh, thank you! Learn something new about Blender every day! $\endgroup$
    – Stewie
    Commented Feb 9, 2015 at 12:19

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