7 answers ·
asked August 2, 2019 5:54pm
· Lesson: Edge & Cavity Detection · Course: Modeling, Texturing and Shading a Treasure Chest in Blender 2.8
Is this because of my viewport display settings or did I do something wrong. My subdivision looks normal
I barely looks like it's working at all. Hard to tell without seeing the file. Can you upload your latest version too Google Drive and post a download link for me?
Hey did you receive the file?
Thanks for providing the file. Part of your mesh has inverted normals - similar to a shirt being turned inside out. You need to tab into edit mode, select everything with the A hotkey, then hit SHIFT + N. That will recalculate your facenormals. To visualize face normal direction you can enable the "Face Orientation" toggle in the viewport overlay menu. It will show red faces if they're inverted, blue if they're correct:
How come it still isn't as dirty as yours? It is barely noticable.
I don't know why it doesn't look exactly the same. It looks fine to me and can easily be adjusted with nodes. I show you how to adjust it in the next video.
In my case the flat parts turned out to be much lighter compared to the round parts:
I did find, however, that you can apply dirty vertex colors repeatedly to make it darker. Not sure if that is the intention, but I went ahead with that approach.