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I have a problem that when I apply a SubSurf modifier to my project, it has some starring and messy edges around the connection of my spheres. My goal is to have a string of "bubbles" which are smooth. I would also like to be able to rig them under one armature. The seams for UV unwrapping should be able to be placed where the spheres connect. I have used a Boolean modifier to merge the spheres. The problem I am having is that when I try to smooth out the spheres, starring occurs at the top and bottom of them. I have tried using loop cuts, the smooth option in the tools menu, and starting with a high-poly model, but none of that worked for me.

Here is an example of the starring:

enter image description here

Here is how the spheres should connect (Please ignore the starring and high-poly count):

enter image description here enter image description here

And here is a download to what I would like to end up smoothing out: http://www.mediafire.com/file/e6xeb5i74ii2t79/BugZHugSave3.blend1

If you have questions, please ask.

Ray Mairlot
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    HI. Next time please upload images using the built-in image uploader. See: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post – Ray Mairlot Sep 13 '18 at 16:42

1 Answers1

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You should avoid Boolean as much as possible. Often it doesn't give a good topology.

If you want to keep your object:

  • Go in Edit mode, select all and press ctrl N to make Normals Consistent.
  • Press ctrl W > Remove Doubles to delete all the vertices that are very close to each others. Play with the parameters on the bottom of the Tools panel (T to display).
  • In Object mode, increase the View Subdivisions of your Subsurf modifier and press Smooth in the T panel > Tools > Shading. You could get something not too ugly.

But you should redo your object this way:

  • Create a sphere, rotate it, cut its top.
  • Duplicate this sphere and rotate it 180°.
  • Merge the two spheres with the Snap tool enabled (horizontal bottom menu of the 3D view), Type of element > Vertex, and press the Automatically merge vertices option.
  • Scale down one of the sphere, add an edge loop to correct the topology.

enter image description here

moonboots
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  • I have messed around this for a while, and have run into a problem. My goal is to have the sphere rounded, but the connection remains un-curved, and I cannot do that with your solution. Sorry if I did not make it clear enough in my question. – Sour_Tooth Sep 13 '18 at 20:14
  • again, don't use Boolean, start again from scratch with the method I've shown you, you need to have a good topology – moonboots Sep 13 '18 at 20:41
  • How can I get rid of the curvature where the two spheres connect and keep it consistent throughout the whole model? – Sour_Tooth Sep 13 '18 at 23:21
  • have you tried the second method? – moonboots Sep 14 '18 at 07:31
  • Yes. Whenever I try and apple Sub-Surf, I get a bit of curvature, like you did. I have tried moving the spheres closer together, but There is still some curvature at the joint. – Sour_Tooth Sep 14 '18 at 11:29
  • in that case just add an edge loop close to the one you want to be sharp – moonboots Sep 14 '18 at 11:32
  • I am silly for not seeing the answer. Thank you for your help! – Sour_Tooth Sep 14 '18 at 12:42