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. Boolean shading problemBoolean shading problem 2Edit mode


  • $\begingroup$ 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 $\endgroup$
    – Dan
    Mar 22, 2018 at 7:32
  • $\begingroup$ try auto smooth in the vertex tab $\endgroup$
    – atek
    Mar 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. $\endgroup$
    – batFINGER
    Mar 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 $\endgroup$ Mar 22, 2018 at 16:49

1 Answer 1


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 $\endgroup$
    – Dan
    Mar 22, 2018 at 7:22

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