

At this point you can see that well, I've got this vertex right here and this is off. Now when you see something like this like a bump, you want to go back into Edit mode and see what's causing it. This one I actually put in just to show you. I'm going to start looking at the surface in the light here and just see if I can find any egregious detail, so in here's one, right here. Now, I'm going to go ahead and turn on Subdivision Surfaces and I'm actually going to turn my Subdivisions up to either two, maybe three, depends on how detailed your model is.

This setup eliminates the need for any collections, animation or simulation. Each flower object is aligned to the vertex normal. We also need to add what's called edging which are basically the rolled edges that you would get in normal sheet metal work. In the example shown in this file, each of the 505 vertices of suzanne mesh have a parametrically different variation (both in modeling & shading) of the flower object. We need to check the surface continuity, in other words just make sure that this surface is smooth and the way that we want it.

Now we do need to do a few little housekeeping chores. I've gone ahead and touched up my model and at this point I have the left half of the vehicle pretty much done. Free Blender 3D vehicle car models for download, files in blend with low poly, animated, rigged, game, and VR options.
