I am modeling a Z GT500 rear fender but I can't fix specific shading problems on it due to bad topology, one of them being this corner having an ugly crease with subdivision surface applied: enter image description here

enter image description here

No matter how much I play with moving the vertices and using looptools Gstretch, I can't get it to disappear to be nice and smooth.

How could I make a nice topology to get rid of this crease please?

I'll include a .blend file if you want to take a closer look (It has bad topology on other parts too like the holes because I can't do topology properly but that's not the main issue as of now): https://drive.google.com/file/d/1_yxzJYuf6iRqaJVv2cm0AECOZgF1iDxL/view?usp=sharing

Thanks in advance for your help!


1 Answer 1


Use this topology instead? You'll need to move some vertices, flatten some faces and shade smooth again:

enter image description here

  • $\begingroup$ I had this as the original topology but haven't tried flattening with looptools yet, now I gave it a shot and it looks much better than it originally was, thank you as always moonboots :) $\endgroup$ Commented Nov 8, 2023 at 12:49
  • $\begingroup$ The topology there is also very nice, did you make that yourself or did you remesh somehow? Is there any tutorial on how to make such topology please? $\endgroup$ Commented Nov 8, 2023 at 12:55
  • $\begingroup$ I did it myself, you need to use the knife, join some vertices, move some, etc, I've made some modeling tutorials but each object is different, but for this shape typically that's the topology that seems to work imho $\endgroup$
    – moonboots
    Commented Nov 8, 2023 at 13:05
  • $\begingroup$ Thank you for your suggestions, I just checked your YT channel :) $\endgroup$ Commented Nov 8, 2023 at 15:28
  • $\begingroup$ You're welcome........ ;) $\endgroup$
    – moonboots
    Commented Nov 8, 2023 at 16:04

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