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

  • $\begingroup$ Weird lighting in rendered view? Or is that textured view? $\endgroup$
    – gandalf3
    Feb 22 '15 at 21:12
  • $\begingroup$ Object, textured and rendered. $\endgroup$ Feb 22 '15 at 21:16
  • 2
    $\begingroup$ you'd better add loops around mouth and eyes and cut long faces. $\endgroup$
    – Bithur
    Feb 22 '15 at 22:28
  • 2
    $\begingroup$ 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/… $\endgroup$
    – user1853
    Feb 23 '15 at 3:57
  • 4
    $\begingroup$ 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. $\endgroup$ Feb 23 '15 at 20:34

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

Shading in object mode differ from sculpting mode?


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


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