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I'm trying to do a hard surface mesh (Not sure if it's considered a hard surface) and I'm getting this bad shading.

I've applied WeightedNormal modifier and it didn't help. It's good to mention that everything is kept in quads. Normals are recalculated and there are no Custom Split Normals Data on the mesh. Also, there are no Doubles on the mesh.

Screenshot Screenshot What causes this bad shading? Is it related to the topology? And how can I fix it?

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    $\begingroup$ I'm confused, this looks like I would expect it $\endgroup$ Nov 9, 2022 at 14:34
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    $\begingroup$ Maybe add a Subdivision Surface modifier (but you'll need to bevel some edges)? $\endgroup$
    – moonboots
    Nov 9, 2022 at 14:38
  • $\begingroup$ @Frederik Steinmetz I've marked the part with bad shading, check out the screenshots again. $\endgroup$ Nov 9, 2022 at 14:45
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    $\begingroup$ Have you tried Shade smooth? $\endgroup$ Nov 9, 2022 at 14:52
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    $\begingroup$ It doesn't look like you can avoid subdivision (a level of 1 seems enough) but I may be wrong $\endgroup$
    – moonboots
    Nov 9, 2022 at 14:54

1 Answer 1

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Those are artifacts that stem from faces that are far from sqare. Long faces can cause problems. The quick and clean fix is to insert what's called a relaxing loop cut. Add them with the loop cut tool or CTRL + R.

enter image description here

Before you go crazy with the loop cuts, though, check the model with the render engine of your choice, Cycles is often able to correct them without any tweaking on your part.

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  • $\begingroup$ Your answer solved my problem. Thank you for your time and effort to answer my question. I appreciate your help. $\endgroup$ Nov 9, 2022 at 15:02

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