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I am currently making my own Overwatch Wallpaper and are doing the logo of it right now. So I have moddled a it and painted texture on it, as we know the design. But for any reason the texture is looking like this: render

You can see the darker stroke in the bottom of the picture and on the left. Why did it happen and how can I get rid of this? More pictures of the model following.

Untextured: untextured

the mesh:

mesh1

mesh2

in paint mode:

paint mode

and then the texture as a image itself.

texture(defuse)

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    $\begingroup$ I don't see any issues, could you post a better image? Do you really need an image based texture here at all? Sound's like overkill if your object gonna be simply flat colored. You could just assign two differently coloured materials. $\endgroup$ Jan 5 '18 at 11:34
  • $\begingroup$ well I am not very experienced with blender and this was a way I found at the intenet. What I think looks weird is that where the spikes go inside there is a bit a different shading on the ring. It is a bit darker. But I will trie it. $\endgroup$
    – Booming
    Jan 5 '18 at 11:37
  • $\begingroup$ well, thank you, that solved the problem, but why did it look the way it did when I used the image? $\endgroup$
    – Booming
    Jan 5 '18 at 11:44
  • $\begingroup$ Add Texture Coordinate with your node setup & connect Texture Coordinate (UV) to Image Texture. This can solve the problem! $\endgroup$ Jan 5 '18 at 11:58
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    $\begingroup$ @Sheroz Khan unfortunately this did not work. I connected UV with vector at the textures, but it did not change it. $\endgroup$
    – Booming
    Jan 5 '18 at 12:16
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I have found a solution to this. So I had to use two different materials for both the yellow top and the silver part of the logo. I heared that this issue is caused by too dense geometry there.

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