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I'm having some issues with shading on a simple cylinder. When I add a bevel to the edge, it shows some unwanted lines in object mode. I just don"t know if this is something I shouldn't worry about, or if, most likely, I'm doing this the wrong way (as I'm new to blender). Shade smooth and auto smooth are on. I've tried the weight modifier as well but it gets worse actually. Any help would be really appreciated, and I do hope this is not an issue that has already been resolved hundred times in this forum … Thanks a lot for your help

enter image description here

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  • $\begingroup$ It might be helpful to people trying to help you if you uploaded an example blend file to the site blend-exchange.giantcowfilms.com and add that link in the question. $\endgroup$
    – Rick T
    Jun 8, 2022 at 9:09

2 Answers 2

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Once you've extruded up the faces, bevel this edge:

enter image description here

Then you need to work with the knife to build this topology:

enter image description here

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  • $\begingroup$ Thanks for your help. I'm really new to blender and honestly I don't see clearly for the moment how I can edit topology to get this result. But I'd like very much to learn and know! Could you please explain briefly how to get there? Thank you. $\endgroup$
    – hhuchon
    Jun 9, 2022 at 8:18
  • $\begingroup$ hard to explain in detail, I've edited my answer to show the beginning, once you've bevelled, the edge, use the knife to create the topology I show $\endgroup$
    – moonboots
    Jun 9, 2022 at 8:50
  • $\begingroup$ Ok thanks, I will try that. $\endgroup$
    – hhuchon
    Jun 9, 2022 at 9:26
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You're changing the geometry of the part facing outwards (away from the center), and so it's no longer consistent and shading issues appear. One way to produce a nice topology in such case is to just have a cylinder and after subdiv modifier shrinkwrap its top/bottom onto a profile:

  1. Add a cylinder without caps, add a Solidify modifier and apply it. Duplicate the cylinder, name it profile and move up:

  1. On the bottom cylinder add creases with ShiftE like on the picture, add a Subdivision Surface modifier with Ctrl2, enable Auto Smooth:

  1. Assign the top to a shrinkwrap vertex group:

  1. Add a Shrinkwrap modifier projecting vertices from the shrinkwrap vertex group on the Z axis on the duplicated profile object:

The offset is there just to make it easier to see the effects of modifying the profile.

  1. Modify the profile and bevel it like so:

(consider making the profile slightly thicker to be on the safe side)

Beginner Friendly Version

  1. ⬆ ShiftA, Mesh, Cylinder, F9 to open operator settings, decrease depth, disable filling. ⬆ ShiftDZ to duplicate and limit movement to Z axis, to make sure it's exactly above. ⭾ Tab enter Edit Mode and S scale the cylinder down slightly (actually I scale it down quite a lot to make it more clear on the GIF). Then ⭾ Tab go back to Object Mode, add a Solidify modifier to the bottom cylinder, with negative thickness to grow outside. Select the top cylinder, Numpad 7 go to Top Orthographic View and add the Solidify modifier, make sure to set the thickness so that the outer side is definitely further away from the center than the outer side of the bottom cylinder (in this view it's easy):


  1. With the top cylinder selected and your mouse over the modifier, ✲ CtrlA to apply it, then with the mouse back in the 3D Viewport, ⭾ Tab to go to Edit Mode, select two neighboring faces (you may need to press 3 to go to Face Selection Mode), G, then Z to move those faces on Z axis (and move them down). Now, 2 for Edge Selection Mode, ⎇ Alt$\color{green}{█}\color{#888}{0█}$ left mouse button on an edge to select an entire loop, and then ⎇ Alt⬆ Shift$\color{green}{█}\color{#888}{0█}$ left mouse button on another edge to add another loop to the selection. Repeat the last step to select remaining loops you want to bevel, then press ✲ CtrlB to bevel those edges. Drag your mouse to control the amount of bevel - you may want to press C to limit the bevel, as well as you may want to scroll your $\color{#888}{█}\color{green}⬆\color{#888}{█}$ mouse wheel up, to increase the number of added segments for a smoother transition.


  1. Once you're done with the profile (you can still edit it later), ⭾ Tab to return to Object Mode, select the bottom cylinder, apply the Solidify modifier like in p. 2., ⭾ Tab Edit Mode, 3 Face Selection Mode, click somewhere outside the mesh to deselect, ⎇ Alt$\color{green}{█}\color{#888}{0█}$ left mouse button on an edge going from inside faces to outside faces of the top of the cylinder, then go to Object Data Properties, and add a vertex group, name it shrinkwrap, and be sure to press Assign button to assign selected vertices to that group.


  1. In Object Data Properties scroll down and look for Normals > Auto-smooth - enable it. Deselect everything, 2 for Edge Selection Mode, select one of the edges being a part of a circle, ⬆ ShiftG to Select Similar, and choose F Face angles. Now ⬆ ShiftE to Crease, and 1↩ Enter to set full crease on those edges. ⭾ Tab to go to Object Mode, and ✲ Ctrl3 to add a Subdivision Surface modifier lvl 3.

  1. Add a Shrinkwrap modifier. As a target choose the top cylinder, as a method Project, as axis Z, and remember to use the shrinkwrap vertex group.

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  • $\begingroup$ Thanks a lot for your answer, this looks very very interesting. I'm going to try that and I'll get back to you when I'm done. Thanks again for taking the time to answer this with detailed info. $\endgroup$
    – hhuchon
    Jun 8, 2022 at 10:44
  • $\begingroup$ I've been working on your solution and arrived at your last advice : (consider making the profile slightly thicker to be on the safe side). But as I've applied the Solidify modifier on both cylinder,(step 1) I'm wondering if I still can increase the thickness of the top cylinder (profile) or if it's too late and should start again from the beginning … Thanks for your help! $\endgroup$
    – hhuchon
    Jun 8, 2022 at 20:58
  • $\begingroup$ Hi, I've been trying your solution several times but can't reach your result… There must be something wrong in the way I do this but can't figure that out. Unfortunately. Although shrinkwrap works, the bottom cylinder keeps its outer faces. Must be something to do with the thickness of the top cylinder I guess, but not sure. I don't want to take too much of your time, but I'll share the file if you're ok to have a look at it. Thanks for helping. <img src="https://blend-exchange.com/embedImage.png?bid=gEnMgJQA" /> $\endgroup$
    – hhuchon
    Jun 9, 2022 at 10:06
  • $\begingroup$ @hhuchon the best way to make one cylinder slightly thicker would be to spawn a slightly smaller cylinder so the inner faces are closer to the center, and add enough thickness in the solidify modifier to make the outer faces further from the center. $\endgroup$ Jun 9, 2022 at 10:16
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    $\begingroup$ One word: Alleluia! Now that I understand the principle and the technique to get there, I'll try to create the exact object I need, that's another step. I''m working on this since several days, watched hours of tutos online, searched for a solution using boolean cuts, topology editing (which I think is a region definitely worth exploring and mastering), data transfer, all this to try to get the perfect shading. I'm not sure that small issues with shading will show after render, but seems clear that perfecting and understanding things has benefits. Thank you very much for your work and help. $\endgroup$
    – hhuchon
    Jun 11, 2022 at 9:59

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