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How to fix this weird gray area on my object?

What I meant by weird gray area is the slightly darker gray triangle above the curved edges. This is a shading artifact caused by a non-planar N-Gon.

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  • $\begingroup$ It looks like you need to add topology to your object if you want to avoid this bad shading. To avoid a high-poly object you could then bake the normals $\endgroup$
    – moonboots
    Aug 8, 2023 at 20:50
  • $\begingroup$ ohh okay thank you for the advice :))) $\endgroup$ Aug 8, 2023 at 21:14

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You will notice that when you right click and set Shade Flat, the shading issue goes away. Setting it back to Shade Auto Smooth, introduces fake roundness which makes your n-gon non-planar thus creating this shading issue. I think even adding more topology will not solve the issue because of few vertices used for the entire circular part of the cylindrical shape.

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You need to start with more vertices for the cylindrical part from the get go to support this type of curved window shape. I would start with a circle with 192 vertices and extrude that into the cylindrical shape. Add Loop Cuts for the top and bottom of window and then select its faces and use I to Inset Faces to build a nice Edge Loop around the window that will help for cleaner topology.

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Add the supporting Edge Loops for the Subdivision Modifier. This can be tricky because we don't want the Edge Loop to go upwards because it will create a similar shading issue:

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Instead you have to manually move around Edges and Vertices to make the Edge Loop go parallel with the other one. Don't forget to AM > Merge By Distance after you move vertices over each other.

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Now you have very nice and clean quad topology:

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    $\begingroup$ Thank you very very much for the tutorial, its so helpful :))) $\endgroup$ Aug 9, 2023 at 19:04

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