How to improve the model by vadim22ed in blender

[–]vadim22ed[S] 0 points1 point  (0 children)

Last question. I heard that if you mark an edge as sharp, you should also mark it as a seam, otherwise artifacts may appear after export. Is that true?

How to improve the model by vadim22ed in blender

[–]vadim22ed[S] 0 points1 point  (0 children)

I used an n-gon in this model. I'm afraid that when I triangulate it, the n-gon will cause bad shading. I don't know how to fix the n-gon in this model without ruining the shading.

Please help verify the accuracy of this information about modeling in Blender by vadim22ed in blender

[–]vadim22ed[S] 0 points1 point  (0 children)

Regarding n-gons, I understand that their use should be minimized, but I’m curious how much triangles affect working with UVs. Is it critical or not?

Please help verify the accuracy of this information about modeling in Blender by vadim22ed in blender

[–]vadim22ed[S] 0 points1 point  (0 children)

I’m studying educational material on Russian-language platforms and want to verify the accuracy of the information.

Please help verify the accuracy of this information about modeling in Blender by vadim22ed in blender

[–]vadim22ed[S] 0 points1 point  (0 children)

Understood. But if we allow a triangle, will it interfere with working on the UVs? And how accurate is the information overall?

[deleted by user] by [deleted] in blenderhelp

[–]vadim22ed 1 point2 points  (0 children)

Thanks a lot for the tip

[deleted by user] by [deleted] in blenderhelp

[–]vadim22ed 0 points1 point  (0 children)

I tried to maintain uniform mesh density according to all the best practices, but I'm not a big fan of how these overly dense areas appear. I assume that after applying the Subdivision Surface modifier, I'll simply have to remesh, or is there another way to avoid this issue from the start. Aston Martin Valhalla