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Im making a guitar slanted guitar cabinet. Im having some weird bevel issues shown below.

enter image description here

The corners have a weird shading issue. This is whats happening at the corners: enter image description here

I can kind of fix it by unchecking "loop slide" in the bevel operator, and i get this result: enter image description here

It fixes most of the problem, but there is still a corner with weird shading.

My normals are all blue, no extra verts and scale is 1.000. No clue whats going on.

I added a basic cube and added an edge loop in the middle, then pulled one side back and still got the same thing:

enter image description here

Any ideas why this is happening? Thanks!

EDIT: i turned the bevel shape to 0.900 and the 2 effected corners are exaggerated. Why are just those 2 corners not beveling right?

enter image description here

I have recalculated the normals too and they are fine. I have started from scratch and then i get different results as to which corners have the "bad" shading

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  • $\begingroup$ hello maybe share your original object? pasteall.org/blend ... have your shade smooth your object? are there edges overlapping? $\endgroup$
    – moonboots
    Commented Mar 26, 2021 at 6:59
  • $\begingroup$ Hello :). I can confirm this issue - the shading gets progresively weirder with increasing number of segments. $\endgroup$ Commented Mar 26, 2021 at 16:59
  • $\begingroup$ Here is the blend: pasteall.org/blend/e88b3bc458894adc863a3bf14b103ad8 $\endgroup$ Commented Mar 26, 2021 at 17:21
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    $\begingroup$ Maybe like this. Side horizontal loops optional, just there for all quads, subdiv workflow. $\endgroup$
    – Robin Betts
    Commented Mar 26, 2021 at 20:06
  • $\begingroup$ Thanks @RobinBetts. I never think to use subdiv for these kinds of things. Usually the bevel works fine. I will give this workflow a shot, thanks! Also i got a better result using a boolen for the angle cut. I only had the back, bottom right corner with the shading artifact. $\endgroup$ Commented Mar 26, 2021 at 20:34

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I can't point out the exact issue without the blend file. My best guess is that you should check the harden normals checkbox in the bevel or use the weighted normals modifier.

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