Hard mesh normal but soft mesh issue

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  09 September 2013
soft mesh whacky & split poly issue

Prior to problem:
I created a polygon plane and started subdividing it with split poly and edge loops.
However, somewhere along the way, i guess I accidentally duplicated the vertices (I think I might've been working on an extruded polygonal plane that I removed all the sides from). I could see some weird curvature in the smooth render mesh.

Anyway, so I merged the vertices to their respective duplicates and got this:

The topology seemed fine (but there was obviously something wrong from the lighting). This was the smooth render mesh:

I was hoping there was a way to salvage this object and not have to start all over.

I have tried merging the entire object.

Also, I think I might have found the culprit when it comes to duplicated vertices. When I use split poly tool, quite frequently I get some buggy effect.

I would click my initial vertex point, then click-drag my second point, only to get this weird effect before my second click:

It's as if I clicked the first and second point, and was moving along the adjacent edge for my third point. If I actually "submit" the split poly, nothing is actually split.

Last edited by kinggambit : 09 September 2013 at 02:32 AM.
  09 September 2013
Select your mesh and Normals > Conform. Then to get rid of the stray vertices, just select all the vertices and hit delete. If this gives you holes in your mesh you need to merge first.

  09 September 2013
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