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I'm trying to model a pistol and I'm currently working on the frame. I tried to bevel the sharp edges of the grip in order to make it smoother as it is also necessary for some details but turns out that after I applied the bevel the way I wanted the shading on the grip got ruined.

Even though the surface beside it is completely flat but I still get a bad shading on the mesh.

Also everything is in quads there are no n-gons or triangles on the mesh.

The steps I've taken but didn't help:

  1. Recalculated the Normals
  2. Reset the Vectors
  3. Cleared the Custom Split Normals from Geometry Data
  4. Applied Weighted Normal modifier

How can I fix this bad shading?

Screenshot

Screenshot

Screenshot

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  • $\begingroup$ It's not clear what is supposed to be sharp and what is supposed to be round, do you have a reference image? $\endgroup$
    – moonboots
    Commented Oct 4, 2022 at 15:14
  • $\begingroup$ Hey moonboots, thank you for your reply, I don't really have a specific reference I'm using multiple pistols as a reference to come up with something new, I just want the part that will generally be held by hand to be smooth. I marked the sharp edges. $\endgroup$ Commented Oct 4, 2022 at 15:22

2 Answers 2

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I would avoid any Mark Sharp and instead use this kind of topology (2 different bevels, one narrow where you want the edge to be sharp, one larger when you want the edge to be round):

enter image description here

If you want to use Mark Sharp, select all, press AltN > Reset Vectors then CtrlE > Clear Sharp, then Mark Sharp again on the edges you want, and give your object a WeightedNormal modifier, enable its Keep Sharp option. It will smooth the faces except the big ones:

enter image description here

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  • $\begingroup$ Thank you for your answer and your clear clarification. My problem is solved and most importantly I learned a new approach. $\endgroup$ Commented Oct 4, 2022 at 15:57
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Welcome to BSE,

Additional to the advice provided by moonbots, I think you may have an issue with a pole vertex that is connected to five edges instead of four:

enter image description here

enter image description here

I am by no means an expert when it comes to perfect topology, but I believe 5-edge pole verts like this one can lead to shading errors.

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  • $\begingroup$ Hello, SlickRed, thank you for your advice, I didn't know about that, but I'll keep that in mind. Your answer is greatly appreciated. $\endgroup$ Commented Oct 4, 2022 at 16:00

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