So I've tried this in different software and I end up getting the same results more or less, so it has to be that I'm doing something wrong and I don't understand how face weighting works. This is my mesh: I've bevelled all hard edges. Now when I go to face weight the vertex normals of the mesh, be it using Modo's face…
Any system that modifies normals across a whole mesh automatically based on face size (ie. 'weight') is a hack, meant for getting quick results without worrying too much about the details / quality. To get good results you need to directly specify the faces yourself. In Blender select the faces you want the normals to be…
How would I go about doing that? In my experience when I face weight certain faces, it tends to look weird. Not only this but I've only ever seen it done this way in which face weighted normals is applied to the entire object and not individual components so I'm new to this
Thanks for the help guys! I understand now. This is the cleanest result I've ever gotten with face weighting: Something I've noticed which is when there are a lot of dense faces in a curve, I get this: Is it possible to get a cleaner result in places like this? Either way its a very small nit picky thing that nobody will…
Isn't this what you would expect? If you want something to be smooth then face weighting is probably not what you would want to do. So in this case of the intersection you would not face weight in loop direction but only towards the walls.. Or with the cylinder towards the caps but not along the round surface You want to…
I see. So curved ngons will produce bad results because that one big non-quad face isn't enough information to shade the curved geometry. about what you said at the end, I'm not entirely sure what you mean. Any chance you could throw me a sketch of where the loops would go? I'm learning a lot here and it would be super…
Thanks PolyHertz. I've given it a go but I still get strange shading: Tried it a few times to make sure I'm doing it exactly as you've written but I get the same result. I tried it on another object too and although the results are okay I still see weird shading here and there. Going to give this same object a try in…
So how would I go about properly modelling this object? Aside from what PolyHertz said, which makes sense because the ngon parts would be flat, eliminating the problem entirely. But if I wanted it all curved, what would I do? Would I quad everything up? If so, that would take a very long time for some objects depending on…