
Does anyone know why this happens?
i am working on a bottle project, and i used the curve modifier to apply the label onto the bottle.
whenever i apply the modifier, though, all of the textures get messed up, how can i fix this?

i am working on a bottle project, and i used the curve modifier to apply the label onto the bottle.
whenever i apply the modifier, though, all of the textures get messed up, how can i fix this?
I have been working on this gin bottle project for a while, and i have a bit of a problem. the label of the bottle has some braille elements which i made using a displacement modifier. the thing is: is there a way to NOT get those holes in the back of the label as i displace? or do i just have to create new faces there?
I am writing this because i was recently looking for a new mousepad that doesn't break the bank (since artisans are like 75€ and saturn pro is 65€ where i live).
I found a lgg saturn (NON PRO) (490 x 420 mm) on amazon for about 30€, so my question is:
it it worth it?
for reference the pad i have now is a crusty old mousepad with led light around the border so i could really use an upgrade.
the games i play are mainly fps games such as valorant, apex, the finals, overwatch.
plus the seller is "maxgaming" which seem quite legit from my research.
I come from a generic mousepad with the tacky leds around it that i got like 6 yuears ago and was looking for an upgrade.
Since spending 70€ for an artisan pad seems a bit too steep, i went to look for aletrnatives and i saw some people recommend the lethal gaming gear mousepads.
Where i live the saturn pro and lgg pro pads cost like 65 (so basically like artisans), but i found this "normal" lgg saturn (49 x 41 cm) for 30€. is this a good deal?
I also found what seems to be the same on amazon (same pad at 30€), but idk if i should trust it since i know there are a lot of cheap clones going around on there, and this maxgaming site seems to be quite legit.
NOTE: i mainly play fps games such as val, overwatch, the finals, and occasionally apex too
I am working on a bottle render project, and when i tried doing some test renders with cycles to check if the glass material looked ok i got these weird lines appearing.
Rendered using cycles, material is just a glass bsdf with no settings changes
They almost look like screen tearing, idk why they are there.
If you might know what can cause this issue, let me know, and also i'd be happy to provide more details about render settings and model topology.
I am working on a gin bottle project and have a label that i need to wrap around a bottle model. The label looks like this (with those weird triangles sticking out the sides).
Since i have worked on projects like this beofre, i assumed a simple subdivision surface modifier using "simple" instead of "catmull" was going to be enough to get the polygons i need for it not to look choppy when shrinkwrapped to the bottle.
When i applied though, the topology is all messed up (see images).
My question is:
what would be the best way to subdivide this somewhat evenly, and without all of the problems around the triangle bits?