Type of entry: tutorial
Aimed at: experienced porter
Should I know this: if you want
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Sometimes you look at a model and you're seeing these weird triangular errors that can't be explained by bugs in any texture, inverted normals, double vertices or whatever. The UV map seems to look okay as well. What the hell??
Key word:
seems.
Let's take a closer look. (Right-click on images to see the full versions, the forum software resizes them. XD)
Let's play a little game. Where is it?
Okay, so that doesn't look right. The UV map seems to look fine:
I put a white dot in the wrong face/polygon.
Now it's getting a little complicated. Take a close look at the orientation of the polygons in the mesh, and then do the same for the UV map. You will see that it's not right, the wrong polygon is rotated in the UV map!
Following me so far?
So what you got to do, is select the wrong face. Use R to rotate it (while your mouse cursor is hovering over the image editor window!!). Use face select mode for that, btw.
Then go to vertex mode to adjust the vertices so that they are all nicely connected. If you want to do that, the wrong face cannot be merged to the other ones. If it is, you won't be able to select only the vertices of the wrong face. What you can do then, is select just that face, press P to separate. It will become a new mesh. Click on it then click on the bigger one and merge again with Ctrl+J. Now the face will be 'loose'.
Final result:
And:
