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I am making my phone in Blender and my mesh has weird artifacts on rounded corners only on render, not in viewport. Removing doubles and flipping normals doesn't help. I thought it's releated to non-quads on rounded surface but connecting verticles with knife tool also doesn't help.

What is this and how to resolve my problem? enter image description here

enter image description here enter image description here

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  • $\begingroup$ I'm learning myself but try bridging the edge loops on that particular face.. similar to this... blender.stackexchange.com/questions/18177/… $\endgroup$ – Dan Sep 9 '16 at 12:58
  • $\begingroup$ Thank you for trying to help me but unfortunately bridge looping made artifacts a little bit less visible but that's all. $\endgroup$ – Fairlight Sep 9 '16 at 13:03
  • $\begingroup$ The mesh is too high-poly to model correctly. You should be using a subsurf modifier to make things detailed (smooth, high-poly) and keeping the topology much simpler. $\endgroup$ – JakeD Sep 9 '16 at 14:33
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You have a big and ugly n-gon (a polygon of more than 4 vertices) trying to bend as that curve. enter image description here

You need to subdivide it into more faces. Here's what you get when you delete that n-gon and do grid fill:

enter image description here

The curvature is better but far from ideal (plus you get terrible topology).

Try to create a curve that has the same number of vertices for both sides (and try to keep the rest of the topology as quads)

enter image description here

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I got it to look "right" without much work by triangulating those trouble faces, smooth-shading the object, and setting up auto-smooth.

Here is what the topology and render look like (click on it to view it full size in your browser...it's plenty high res):

enter image description here

And here is the blend:

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