Imported mesh from Maya over to Blender. The shading and faces are weird. Here's the blend file, mega.nz/#!N3RTgRwD!b2t7DqLzu3H7MyUrZ5SDdfC8wZW3mngz2LzeHe6jY2E
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2$\begingroup$ Maybe related - blender.stackexchange.com/questions/76513/…. Not black here but seems the same, mesh with even that amount of faces should be relatively smooth once shading is set to Smooth. $\endgroup$– Mr ZakCommented Jun 21, 2017 at 22:00
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$\begingroup$ Are you sure shading is set to smooth? You may also want to use the "Triangulate Faces" function to see if that helps. $\endgroup$– ZacocastCommented Jun 21, 2017 at 22:11
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$\begingroup$ I tried the Clear Custom Split Normals Data, turning off Auto smoothing, and the triangulate modifier. Shading is on smooth, here it is flat, gyazo.com/4c06dc701244220f399bdcda8fc24747 $\endgroup$– MayuCommented Jun 21, 2017 at 22:44
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$\begingroup$ Maybe every face is separated? Try remove double? And.. try turning off viewport ambient occlusion? And if you are in Cycles mode, Cycles do have problem shading low polys up close on screen. $\endgroup$– TeaCrabCommented Jun 21, 2017 at 23:36
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1$\begingroup$ @LukasValine Woo! Thank you Lukas, that seemed to have been the problem. $\endgroup$– MayuCommented Jun 22, 2017 at 0:05
1 Answer
While we model using quads, blender always draws to screen using triangles. The current triangulating algorithm for quads always triangulates the same way, while the newer ngon triangulating is more intelligent, see this question for some more insight.
While the vertex order used to make each face could be re-arranged to get a better result, I don't think there is an easy way to do that.
You should find that a subsurf modifier will hide most of the effect you are seeing.