I am making my phone in Blender and my mesh has weird artifacts on rounded corners only on render, not in viewport. Removing doubles and flipping normals doesn't help. I thought it's releated to non-quads on rounded surface but connecting verticles with knife tool also doesn't help.
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I'm learning myself but try bridging the edge loops on that particular face.. similar to this... http://blender.stackexchange.com/questions/18177/how-fill-face-between-irregular-curves – Dan Sep 09 '16 at 12:58
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Thank you for trying to help me but unfortunately bridge looping made artifacts a little bit less visible but that's all. – Fairlight Sep 09 '16 at 13:03
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The mesh is too high-poly to model correctly. You should be using a subsurf modifier to make things detailed (smooth, high-poly) and keeping the topology much simpler. – JakeD Sep 09 '16 at 14:33
2 Answers
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You have a big and ugly n-gon (a polygon of more than 4 vertices) trying to bend as that curve.

You need to subdivide it into more faces. Here's what you get when you delete that n-gon and do grid fill:
The curvature is better but far from ideal (plus you get terrible topology).
Try to create a curve that has the same number of vertices for both sides (and try to keep the rest of the topology as quads)
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I got it to look "right" without much work by triangulating those trouble faces, smooth-shading the object, and setting up auto-smooth.
Here is what the topology and render look like (click on it to view it full size in your browser...it's plenty high res):
And here is the blend:







