The top image may also be a result of using polypaint layers – some weird things go on there. The blending of non opaque colors between layers doesn’t work as you’d expect. Basically the polypaint on the layers does not have an alpha channel – they fake it. To see if this matches your experience, try the following steps to reproduce ugly polypaint:
- make a default polysphere.
- choose a random color
- create a layer, leave in record mode.
- paint a non-opaque blob of color on the sphere on this first layer.
- create a new layer
- choose a second random color, and paint a new blob that partially obscures the first blob.
- go back to the first layer in record mode and paint around the area where the first and second blobs of color were… You’ll see those jagged halos around where the First blob of color was painted.
Because I like speculating on techinical details that I have no knowledge of, I’d guess that by default a layer is filled with a special ‘full transparent’ color value. When you paint on the layer, that special value gets replaced with the OPAQUE sum of the colors at the time of painting. So if the color of the layer below is light blue and you paint red, you’ll a purpleish value that will at first seem to fade nicely. When you perform the steps above, new strokes will set the color to the NEW color sum where the color is full transparent still, and BLEND WITH the OLD color sum where color information was previously set. This generates harsh halos.
its for this reason that I currently avoid polypaint layers – way too difficult to use without running into this. But basically, you can use them as long as you never change a color on any particular layer, except the topmost one.
The second image looks like what happens when you partially hide a mesh with a layer in record mode. Its non-destructive, just some kind of display bug that goes away when you show the whole mesh again, and/or turn off record mode