How To Fix The Black Surface Problem?

DemhadisDemhadis Posts: 20
edited December 1969 in The Commons

This Problem is getting me crazy ,i know it's an easy thing to do to many people and i really want to be one of those who see it like a simple thing.
Either it's a hard process to do or i am that dummy.

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Comments

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Forgive me for my confusion, but are you referring to the shadowed areas on the model? A lot of this will be down to your lighting setup and can be easily remedied by using filler lights so you don't get the harsh colour changes.

  • DemhadisDemhadis Posts: 20
    edited December 1969

    Yes i am,sorry because i called it a black surface. I am using the default render with no lights,i have other models without the shadowed areas so i thought it's something i did in my modeling process!

  • RawArtRawArt Posts: 5,954
    edited December 1969

    It probably has to to with the topology of your mesh.
    You might have to edit the areas that are giving the issues......maybe you can post a shot that shows the mesh.

  • KatteyKattey Posts: 2,899
    edited December 2013

    From my knowledge such area appear mostly due to two reasons
    - you have normals reversed on some polygons in or nearby of the problem area.
    I don't know the program you use for modelling, but even Hexagon has an option to see and reverse normals. What you need to do is find an option to see normals and see if normals in this areas are pointed in opposite direction from the rest. If yes, then you need to select those polygons and reverse normals on them. Usually it is an automated command for this nearby, it should be easy. It happens, sometimes, if you use intrudes and extrudes.
    - another situation might happen if you didn't bevel well some edges nearby or if you have have n-gons (polygons with more vertices than 4). I can't see your wireframes, so I can't tell if this is a cause. If edges are too sharp and don't have tiny bevels, some rendering programs, DS included, might render artifacts. If you have n-gons, you'd just need to make quads or triangles from them by adding an edge. In some programs you have a command that will check for n-gons for you and highlight them if you have any.
    - In Hexagon (but only there) I found that tiny bit of Slide Edge on problematic edges sometimes helps.

    Post edited by Kattey on
  • DemhadisDemhadis Posts: 20
    edited December 1969

    Everything that kattey said is true, and i am using hexagon for modeling.
    When i model a high detailed model it will require many polygons, but this time i just wanted to see if i can make a good model with less polys so i start messing with the mesh to see what will happen, and this is my first model ever that does not use subdivision.

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  • KatteyKattey Posts: 2,899
    edited December 1969

    I think you just need add small bevels on some sharp edges near those problematic "rounded rectangle" and intruded areas (chamber with loop selection might work as well). I don't see your normals but I think this should be enough.

  • DemhadisDemhadis Posts: 20
    edited December 2013

    Thanks for your help Kattey, it just i used to model with SubD that's why my model was a mess but that just for the weapons because other models are not a problem as long as they don't need SubD.
    Thanks Again for everyone.

    Post edited by Demhadis on
  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Have you tried playing with the Smoothing Angle setting in the Surfaces tab? I have this a lot with some (but not all) meshes, usually in objects that don't have smooth organic curves. I usually start with an angle of 25 and nudge it up or down until it looks right.

  • Nightshift3DNightshift3D Posts: 273
    edited December 1969

    It looks like it's a smoothing problem. You can add bevels or adjust the smoothing angle as previously mentioned. Or break the welds around the parts separated by 90 ° angles.

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