This is a sword pommel I am modeling. Last part of the sword and it will be done as my fist modeling test in blender.
As you can see I tried my best to keep the mesh as simple as possible. In order to have a good smooth result.
Then why am I getting this when I add a simple smooth shade?
If I try a multiresolution, subdivide or smooth modifiers it is even worse with the whole mesh messing up terribly the more I add on the modifiers. WHY?
I have a file upload here for you to check. It is the pomel and the crossguard of the sword on which both I used a mirror modifier. Guessing is the source fo the problem.
I think I have solved the problem by first perfecting the mesh a bit then cutting the mesh in half on the side which best was effected by the shade smooth and added a mirror modifier. Still, I would love to understand normals a bit more especially what is the difference between the red and blue?