I'm fairly new to Blender 3D and I'm making a model. After applying smooth shading to my character's face, I get weird lighting.

Things that I've tried to resolve this problem:

  • Recalculate normals ( all normals are facing the right way )
  • Use Auto smooth
  • Apply edge split modifier

  • Weird lighting in rendered view? Or is that textured view? – gandalf3 Feb 22 '15 at 21:12
  • Object, textured and rendered. – user1983877 Feb 22 '15 at 21:16
  • 2
    you'd better add loops around mouth and eyes and cut long faces. – Bithur Feb 22 '15 at 22:28
  • 2
    The topology you are using has very large polygons that don't really adjust to the contours of the mask you are trying to do. No amount of smooth shading is going to make it easier. I recommend reading this page to get some ideas on the topology of a face: thundercloud-studio.com/index.php?page=tutorial/… – cegaton Feb 23 '15 at 3:57
  • 4
    I don't see any shading problems. This is how it should look. the problem is the model is very low poly and has less than perfect topology. – Johnson Martin Feb 23 '15 at 20:34

You could try to add a Subdivision Surface modifier and increase the subdivisions to 2-3, you won't have this shading problem then.

In the Properties Editor, go to Object Data > Geometry Data > Clear Custom Split Normal Data

Shading in object mode differ from sculpting mode?

Your Answer

By clicking "Post Your Answer", you acknowledge that you have read our updated terms of service, privacy policy and cookie policy, and that your continued use of the website is subject to these policies.

Not the answer you're looking for? Browse other questions tagged or ask your own question.