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Set the Crease of the solidify modifier; Gives you; And a lesser value; Gives you; To get a more smoothly rounded edge, remember to increase the subdivisions;


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Welcome to Blender Stack Exchange! From the image you provided, it looks like smooth shading will be the best option. To fix the issues you mentioned, there is an option called auto smooth. It can be found under the Normals heading in the Object Data Properties panel, which is the little green triangle icon at the bottom right of your image. If you enable ...


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Thanks everyone! I now know that i should stick to four points as much as possible and I fixed it! I tried to make a grid on the huge faces and I got rid of as many triangles as possible and I'm very happy with the result :) Now onto the rest of the guitar!


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Subdivision-surface work best with quads. Triangles and ngons causes artifacts. Checkout this answer. Generally, use quads if you plan on using subdiv. For example, you can probably form quads in the main body face of your guitar. And if you were planning to use subdiv, you could start off with fewer geometry to form the silhouette. Advice at this point is ...


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You need to get rid of the N-gons(the triangles) in your topology, you can do this by adding an edge loop around where the triangles are, so something that goes over this area. If you can't add an edge loop that'll go over all of them try to get an even number of triangles there, that way it won't mess up your topology.


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Probably a normal issue. Select the entire mesh with A and then press Shift N to recalculate the normals.


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Just figured it out; simply delete the faces in question, recreate edge between vertexes, create face from new edge. I'm not sure this is the best way of going about it.


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One painful way to control adaptive subdiv displacement transitions is using Vertex Paint. Ex using stone and grass, each using their own displacement map: Create 3 materials, two for the real materials and one that will be using the other two for the transition. Create two node groups corresponding to each of your materials including the BSDF AND the ...


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OK, for 3d Print this should work fine: Add 2 edge loops along the sides. Press CRTL num plus to extend your selection, so it covers the entire rim W -> subdivide Choose these options (lower left at your VP imediately after hitting subdivide) You might need to tweak the rim, bc. it may become concave. Easiest would probably to delete the new edge loops ...


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One way would be to separate into 2 different objects and apply the subdivision just to the outer object?


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The adaptive subdivision feature is only available when you use the Cycles render engine and set the Feature Set to Experimental in the Render Properties. Once the experimental feature set is enabled you will see the additional panel for the subdivision settings in the render properties and the subdivision surface modifier will have the options as shown in ...


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Make sure the area in question is an extrusion such as a finger, arm or leg. Increase your vertex density wisely if that meets your goals. Extrusion allows some isolation of your vertex density. A cube can be considered an extrusion of a flat plane. With more vertex density the cube can be shaped into sphere with standard Blender tools in a few seconds. ...


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the best way is sculpting at a low resolution with dyntopo or with multiresolution instead if you dont care pretty much of making a retopo after doing a dyntopo sculpt , because dyntopo is triangle based topology, but multiresoltion is quad based topology. thats my two cents...if you need more info tell me...


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i say it's the mirror and subdiv-suf modifiers, mess around with their positions in the stack. Mine seems fine though.


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You need to apply subdivision surface.Dont leave it click apply and then you can render video or image with sub surface.


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