enter image description here

What you'll see is flat shading then smooth shading. It is splitting the object down the middle in a disection for soem reason, in regards to shade and lighting.

This effect carries over into other programs when exported as well.

I made this object from a cube and used a boolean to make the cutouts.

enter image description here

  • $\begingroup$ Hi. Can you show a screen shot in edit mode (in order to see what has been done by the boolean) $\endgroup$ – lemon Aug 12 '16 at 8:58
  • $\begingroup$ Hi lemon, here you go : gyazo.com/894fd40ceb65481b88e900c894169afc $\endgroup$ – Andrea Aug 12 '16 at 9:00
  • $\begingroup$ ok... so... big bad ngons... have a try (on a copy of your object) : in edit mode, select all, then ctrl+T. That will show you the "real" geometry. Please again, send a screen shot of it $\endgroup$ – lemon Aug 12 '16 at 9:03
  • $\begingroup$ Here you go lemon : gyazo.com/bc6a81c591ccfce20433385be9e9c3fb $\endgroup$ – Andrea Aug 12 '16 at 9:22
  • $\begingroup$ ok... I am not able to explain it technically speaking, but what you see here is the cause of your problem. Rendering systems (SL or even Blender) does not like such ngons because the inner geometry is not regular at all. So AFAIK, you need to correct it manually or model it from scratch respecting as far as possible some topology principles. To say it differently, boolean seems to be an easy way but it has such consequences. $\endgroup$ – lemon Aug 12 '16 at 9:26

A possible approach to do it with quads only :

  • Start with a square and subdivide it W then subdivide
  • Extrude E and scale down S
  • Make a copy and round it to sphere (Alt+Shift+S then move the mouse to the right)
  • Keep only the wanted vertices it each
  • Move back the angular part and align it : set the cursor as pivot point, select the vertices then scale S+Z0 and for the other part S+X0
  • Remove doubles

enter image description here

Concerning the shading, that may be dependent on your target system (sL ?)... so you may need to give it a try.

Possibilities :

  • Global smooth
  • Inner edge loop smooth
  • Global smooth + edgesplit modifier

enter image description here


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