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I'm trying to apply a bevel to a tight corner area of a model:

enter image description here

Unfortunately, no matter how I try to do this, I end up with shading errors in the corners.

enter image description hereenter image description here

I'm using smooth shading, with auto-smooth (46º). I've tried applying the weighted normal modifier (doesn't help) and I've tried adding addition loops (didn't help). Is there a way to fix this issue? It's quite visible, even from a distance.

Update:

I'm attaching the source file here.

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  • $\begingroup$ can you share your blend file blend-exchange.com $\endgroup$
    – Harry McKenzie
    Commented Jul 26, 2022 at 6:26
  • $\begingroup$ Hi :). The angle is probably over 46°, adding more bevel segments should help, right? $\endgroup$ Commented Jul 26, 2022 at 6:33
  • $\begingroup$ You have bad topology there. N-gons and non planar quads. Get rid of that and it should start behaving. $\endgroup$
    – radoo
    Commented Jul 26, 2022 at 6:36
  • $\begingroup$ I added the source .blend file for anyone interested in taking a look. @radoo -- there are a couple non-planar quads in the bridge of the handle, but even if I planar-ize them, the bevel problem persists. Adding more bevel segments does help, but I have to add at least 4-5 additional ones, which seems excessive. $\endgroup$
    – LBushkin
    Commented Jul 26, 2022 at 7:01
  • $\begingroup$ True, The topology needs to be better and good enough to give space for the bevel effect to connect the shape smoothly, This is common you should implement a good topology instead of directly using Ctrl+B for beveling them automatically if you want good results. $\endgroup$
    – NamanDeep
    Commented Jul 26, 2022 at 7:01

2 Answers 2

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You have inverted face normals as seen in red. Select all faces with A and go to object menu Mesh > Normals > Recalculate Outside.

enter image description here

Also your geometry is non-manifold, you have internal faces which is invalid. Check this thread: What is non-manifold geometry?

enter image description here

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  • $\begingroup$ oh I just realized they aren't connected when i pressed L on the oblong body so i guess that's ok. $\endgroup$
    – Harry McKenzie
    Commented Jul 26, 2022 at 12:17
  • $\begingroup$ thanks. I fixed the flipped normals, but it doesn't change the shading problem when bridging the handles to the main body. What I'm finding is that "bridge edge loops" doesn't really do a good job creating a topologically sound transition (in this case). Is there a different modeling technique I could use to bridge the handles/body mesh parts? $\endgroup$
    – LBushkin
    Commented Jul 27, 2022 at 16:53
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Here is a quick sketch with a better topology ( sorry, I don't have much time).

Rules of thumb:

  • check you mesh regularly for errors (overlaps, inverted faces, detached parts)
  • use reflective materials for curvature checks
  • if non-planar, n-gons are poison (as are quads, if too stretched)
  • even geometry is good topology
  • replace your loops (aka retopo on the fly) There are more but I gotta go
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  • $\begingroup$ Thanks. Let me take a look at what you did there. $\endgroup$
    – LBushkin
    Commented Jul 26, 2022 at 8:05

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