I have been fighting it all night and I have something gobletty shaped now but still wrong. Blender is doing my head in. It always always always gives you what you don't want. Heres another two examples. I have spun the goblet and its highlighting the original edge that I used to spin it with. Ok no problem so I delete that and remove double verticees. Then I look at the normals. They are wrong. It seems as though the original faces from the spin are still in there. So theres no option of spinning without doing endcaps to the spin. So now I guess I am supposed to go in and hand pick out all the tiny faces and delete them ??? Even if I do this then the normals are still wrong. Theres a tut I found on doing a goblet just like I was doing here.
http://www.blender3dclub.com/index.p...article&sid=45
If you look at the image with the aqua lines then why are the normals on the rim pointing down ? Thats what I get too.
So I do a recalc normals which get them right even though it created the damn faces and should have calculated them right all by itself. They are wrong around the seam because I cant be assed to go in there and delete all the bitty edge ones so lets focus on the goblet where its now correct.
In the tut he puts on a sub surface which is a bit overkill. So I went to mesh, edge, subdivide smooth. It subdivides it but not smooth. The angles for the cup are all faceted. I tried again with the object set as 'smooth' and its still the same. I mean how bad can this UI get ?
Here is light wave goblet and then subdivided smooth and blender subdivde smooth.
I'm getting real frustrated with blender to the point where I am probably going to use it just as a renderer and consign it to the garbage for modeling cos its riddled with bugs or stupid stuff that could easily be fixed if only they could be bothered.
Sorry for derailing your thread. Ill discombobulate my goblet right now...