I'm trying to use hardened normal chamfers to make this room more interesting, but I'm having issues with the bevel shape and normals. Cuts keeps appearing in corners or rounded edges like the doorframe.

shading issues on corners:corner artifact artifacts and loss of the orginal arc curvature:enter image description here complete room (Backface culling is on):enter image description here blend file:

How can i fix these shading problems whilst maintaining a relatively low face count? Should i bake a higher poly version to the low poly or is there a better way to approach this?


1 Answer 1


The loss of the original arc curvature as you call it is due to the poor geometry in combination with enabled Loop Slide in the Bevel modifier, you can see it better with Harden Normals disabled. Loop Slide guides the bevel along the edges, so disabling it would be better or using different geometry, as you can see in the lower half of the image:

loop slide

For the shading issues, well these are simply quite large bevels in a single segment to be smoothened. I would set them at least to 3, or better even 4. As long as you don't apply the Bevel modifier, no new faces are generated.

bevel segments

By the way, there are edges on the floor from one door frame to the other which also have a bevel weight on them. That's not necessary since they are no corner edges that need beveling.

  • $\begingroup$ Thanks for the help. Could you explain to me why my original geometry was problematic so i don't make the same mistake again? $\endgroup$
    – João
    Commented Nov 24, 2021 at 18:53
  • $\begingroup$ @João Well, as I wrote in the answer, Loop Slide guides the bevel along the edges (maybe not a professional explanation), which means in your case mostly vertical along those four edges to the side and upwards along the two horizontal edges. There are no edges perpendicular to the arc, following along. I know you want to keep the face count low, so maybe an N-gon would have been better since it doesn't have these guiding edges. $\endgroup$ Commented Nov 25, 2021 at 7:16
  • $\begingroup$ @João Or maybe you've read somewhere N-gons are bad, avoid them in any case and make quads (which is not always true, sometimes they are even to prefer over quads). But then you should maybe inset the N-gon face like I did in the bottom right example of the first image, and then create quads for the rest of the face. In that case, the bevel would have follow along the arc edges. But as explained in the answer, since you can simply deactivate Loop Slide in the modifier, it won't matter too much. $\endgroup$ Commented Nov 25, 2021 at 7:35
  • $\begingroup$ I'm afraid that if I ever try to start modeling professionally, meshes made with ngons won't be easily accepted. So I was trying to get better at modeling using only quads (started out using the boolean workflow),even though I know it doesn't matter that much on flat surfaces. $\endgroup$
    – João
    Commented Nov 26, 2021 at 2:38
  • $\begingroup$ @João Well, I'm not going to model professionally, so I don't know if you have to always use quads, no matter if they are in some cases making things worse. There are tutorials on Youtube discussing pros and cons of N-gons and quads etc. $\endgroup$ Commented Nov 28, 2021 at 12:33

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