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Who can help me and tell me why is it so strange?

In Edit mode, my topology looks fine, but in the multi-Level precision display, it becomes bad.

There is a MultiRes modifier added, and that should be the problem. But after I repaired the damaged surface in the Sculpt mode, and changed the form key, I went back to the old days, and even the base type was changed.enter image description hereenter image description here

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    $\begingroup$ It looks like you may need to recalculate your normals (Select all > Ctrl+Shift+N). Also, on the topside of the right eye corner, there is a quad that looks like 2 differently shaded triangles put together - this is a non-planar face, and will cause issues with shading and possibly other things as well - try to correct it - one way is to select "normal" as the transform pivot point, then select the 4 vertices encompassing the non-planar face and scale "inwards". $\endgroup$ Jan 1, 2023 at 7:13
  • $\begingroup$ The normal directions are all correct, and the topology of the eye part does have some problems in the combination. But I don't quite understand what you mean by the last sentence. $\endgroup$
    – Pig Pink
    Jan 1, 2023 at 8:22
  • $\begingroup$ It's just a way to correct non-planar faces - see here for a more detailed description - blender.stackexchange.com/questions/119874/…. It's hard to tell what else is going on with your object - for better assistance, consider uploading your file here - blend-exchange.com and posting the link into your question, so users here can have a look at it. $\endgroup$ Jan 1, 2023 at 8:31
  • $\begingroup$ Hello! Welcome to BSE. A few expressions in your question are hard to understand. It may be a translation or language problem and not the right terms. I suspect that "multi-level accuracy" means "MultiRes modifier" and "engraving mode" is the "Sculpt" mode. But what do you mean by "...and even the base type was changed"? What is the "base type"? -- Anyway, I think it's a MultiRes + sculpting problem This can happen sometimes. There is a brush to remove the edited higher levels. Have a look here: blender.stackexchange.com/q/278332/107598 $\endgroup$
    – Blunder
    Jan 1, 2023 at 10:32

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