I've just started to use blender to make car models using blueprints, I've run into this problem where i have dark and light areas on the panels for example the top half of the front wing is supposed to be all light and the bottom half is supposed to be all dark. I've already flipped the normals, can someone help me?

picture of the car I'm modelling

  • $\begingroup$ You are referring to the lighting artifacts? (Some faces are lit more than others that should be equally lit) $\endgroup$ – FreemoX Jul 31 '17 at 13:43
  • $\begingroup$ does that mean that there's something wrong with the mesh? $\endgroup$ – Avinesh Patel Jul 31 '17 at 14:02
  • $\begingroup$ It could be a topology issue. Post a close up wire frame screen shot or upload the file. $\endgroup$ – Aoradon Jul 31 '17 at 14:12
  • $\begingroup$ Yeah, this is an issue with your mesh, I'm 95% sure about that. Upload your .blend file and I'll take a look at it unless you want to see if you can correct this yourself $\endgroup$ – FreemoX Jul 31 '17 at 14:19
  • $\begingroup$ I'll upload it and get some helpful advice from you guys, but i don't know how to upload the file :\ $\endgroup$ – Avinesh Patel Jul 31 '17 at 14:32

A simple subdivision surface fixes this: enter image description here

This is caused due to some faces being bigger than others, and as such Blender reflects the light differently. This happens when smooth shading is enabled, and the angle/size of two or more faces right next to each other differ greatly.

If using a subdivision surface modifier is not suitable to you (This should work with Blender Game engine as well), modifying the faces may be your best bet.

Hope this helps.

| improve this answer | |
  • $\begingroup$ You're welcome. Regarding the rounded edges that occur upon subdividing, that's easy to fix in edit mode. And if you found my answer useful, please consider marking it as the answer. $\endgroup$ – FreemoX Jul 31 '17 at 15:58

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