I tried applying a boolean modifier so I could make some holes inside a mesh, but the result was horrible shading. I've tried smooth lighting and an edge split modifier with sharp edges, but still nothing so far. I even added a new knife cut near the ends so it wouldn't be as noticeable. It's really bugging me, please help! Split concave edges just made a bunch of triangles with even worse shading.
-
$\begingroup$ blender.stackexchange.com/questions/13554/… blender.stackexchange.com/questions/84455/… $\endgroup$– Duarte Farrajota Ramos ♦Mar 22, 2018 at 0:34
-
$\begingroup$ That first link was pretty useful, but still doesn't solve my problem, as I already used the edge split modifier, and I can't make a triangle fan out of my cylinder. Also I didn't use the subsurface modifier $\endgroup$– DanMar 22, 2018 at 7:32
-
$\begingroup$ try auto smooth in the vertex tab $\endgroup$– atekMar 22, 2018 at 9:05
-
$\begingroup$ A picture of the wireframe, or sample file will shed more light. One fears the boolean modifier may have naffed up your topology. $\endgroup$– batFINGERMar 22, 2018 at 9:29
-
1$\begingroup$ @Dan Manually modelling it with proper topology. Have you checked the link? There even a specific example exactly for this case $\endgroup$– Duarte Farrajota Ramos ♦Mar 22, 2018 at 16:49
1 Answer
Try selecting your entire mesh in edit mode and hit [ctrl + n] to recalculate normals. This should fix the shading..
-
$\begingroup$ Already tried that like a million times, and it didn't work. These are not messy normal shadows, these are concave faces shadows $\endgroup$– DanMar 22, 2018 at 7:22