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I have a model of a car, and there are a couple of broken bits. Just these two near each other. But I have no idea where t start looking to fix this distortion. It seems to be just in the rendering, the model shape seems fine, the second picture shows a different angle.

How can I fix this blemish?

enter image description here

enter image description here

EDIT: After some advice from below I was missing around and merged some vertices, and that solved one problem (and it will fix the other too), but now I wonder will that cause issues with anything else? UV's etc?

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Seems like wrong direction of "normals". Try enter edit mode, select all, then Recalculate Normals (Shift + N or menu Mesh > Normals > Recalculate Outside ).

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  • $\begingroup$ Recalculate normals only gives me an option for inside, and doing that made it worse (inside ticked) $\endgroup$ – Rob Mar 28 at 19:15
  • $\begingroup$ @Rob I think you can tag people by using @. Anyway, try take a screenshot of their normals, go to Edit mode, Overlays menu, scroll down, and activate showing Face normals and scale the normal size bit bigger. then update the question with that. $\endgroup$ – lintang_biru Mar 29 at 14:17
  • $\begingroup$ I ended up merging the vertices and that worked, it might have lost a little of the detail, but I am making it for a game asset, so polycount will be reduced eventually anyway. Seems @ does work for tagging. $\endgroup$ – Rob Mar 29 at 19:59
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Looks like you have multiple vertices at the same place. Try merging overlapping vertices by going into edit mode, press A to select all, then go to Mesh>Clean up>Merge by distance. Or press F3 and type "Merge by distance".

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  • $\begingroup$ A similar result to Recalculating normals, it looks worse, but I think yourself and @lintang_biru are on to something, PS: how to tag people in comments? $\endgroup$ – Rob Mar 28 at 19:20

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