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I'm trying to make this bevel work on a curved surface but the n-gon it creates produces some really bad shading which cannot be ignored. Basically what I had was a subdivided mesh (already applied sub-d) in which I wanted to add further detail to. I selected some faces and extruded it inwards along the normals and then I beveled the end to make it curved. I have tried connecting some vertices and attempting a grid fill but the shading issue still remains. Any advice on how to fix this? enter image description here

enter image description here

Here is the file to this specific part :

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  • $\begingroup$ I might try insetting a face in that n-gon at the tip of the groove. Just a tiny margin around it, about the size of a bevel segment, to point the averaged normals in the right direction. $\endgroup$
    – TheLabCat
    Oct 9 at 8:52
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    $\begingroup$ @TheLabCat still can't seem to get it :( I've attached the file if that helps $\endgroup$ Oct 9 at 9:37
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You have a big ngon with stretched triangles, if you create these edges it will help to avoid these artefacts:

enter image description here

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    $\begingroup$ This still caused some shading issues, lots of pinching all around. I found another solution which involves transferring the normal data and it turned out fine. Here's a video on it youtube.com/… $\endgroup$ Oct 10 at 14:50
  • $\begingroup$ yes that's a good idea $\endgroup$
    – moonboots
    Oct 10 at 17:43

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