Had to move on with it, so now I’m modelling that “°” mark, to be somekind of a belvedere.
This is how it looks at this point. http://www.pasteall.org/blend/21402
The problem is, that there is a line displayed in wireframe when in object mode.
Tried many things to get rid of that, but nothing seemed to work.
It is coloured to better find that part.
That edge is drawing in object mode because it has moved a little bit up in Z direction . go to N panel end enable show face normals ,increase the length of the normals and you will see the problem , move the edge down and it won’t show anymore in object mode…
Thank’s!
Now I can set all edges to be displayed.
The problem is, when that box is unticked, that one edge in the middle is showing up.
I don’t want to change the geometry in any bit.
It is as smooth as it should be, just like every other lines.
Just displays this wrong, but can’t figure out how to correct that.
Tried several ways of getting rid of eachface and redrawing them, but it didn’t help.
that could be a problem if normals down like that
may you should have double layers and have all normals outward
or it will have problem rendering in cycles
I know i’m kinda late, still. File “sss.blend” - there are double vertices in it, nobody seems to mention that.
To resolve that visible edge/skewed normal problem and also deal with smoothing of the top dense mesh part - did you know you could hide faces/edges and select edge loop on sides in between hidden parts, then use LoopTools Relax? By “hide” i mean separate out mesh part you need to apply Relax,say marked edge across in image.
Thank’s!
I will work with the recent version, if came out pretty close to what I wanted to model.
A more problematic part is the entrance-hole.
It is something like connections of pipes, and the only method that I can work on it is
editing the result of some boolean-modifyers.
Doing this because I would like the faces to have the same normals as originally, so
I’m making faces with more vertices, not triangles.
That was the plan at least.
But with that, had to go with the mesh becoming open.