1
$\begingroup$

Any suggestions how to improve the topology of this? I'm new to hardsurface modelling so I can only think of splitting up the faces around the boolean with the knife tool. But maybe there are better ways?

enter image description here

Here is a link to my file: https://drive.google.com/file/d/1epnKa2cP17_iCJ3274Mw3KbiCc_UWCcr/view?usp=sharing

Thx!

$\endgroup$
1
  • 2
    $\begingroup$ Enable Auto Smooth or you would have to change topology like get rid of n-gons ... $\endgroup$
    – vklidu
    Commented Jul 20, 2021 at 16:10

1 Answer 1

3
$\begingroup$

Imho you should not use Boolean for this kind of object. You could rework the topology manually but it will be faster to redo from scratch (also, work with less vertices and use a Subdivision Surface if it's ok for your project).

But a quick fix for the bad shading is to select all the faces that are co-planar:

enter image description here

Then select the first segment of the bevels all around, like this one:

enter image description here

Then SY0 to flatten the faces and the segments together on Y. It will make the bad shading disappear as Blender doesn't try to smooth anymore between these faces:

enter image description here

Or you can use a Weighted Normal modifier, so that it won't smooth between large and small faces, but you need to create a bevel along the screen window:

enter image description here

$\endgroup$
1
  • $\begingroup$ Thanks moonboots, the weighted normal modifier solved most of the problem! $\endgroup$ Commented Aug 6, 2021 at 18:40

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .