But in the next screenshot as soon as I fill in a area on the rightmost mesh(near the cursor) I get shading on the top as seen below. They are filled with quads and not triangles.
Even more apparent in the next screenshot, same mesh’s viewed from another angle. The dark shading on the left mesh is caused my adding a face to the side of it.
So is there anyway to avoid this unwanted shading on the top face. The only way i can seem to do it- and it’s kind of a bodge - is to place a face which is not connected to the rest of the mesh instead of filling the existing vertices.
You’re using smooth shading on a mostly flat object.
Smooth shading is intended to - well - smooth the transition between neighbouring faces, in your case between the top and bottom faces and the orthogonal side piece. Since top and bottom are basically just two large polygons, this smoothing attempt will affect a large area of your mesh and will look correspondingly weird.
Your options:
Flat shading OR
Edge Split modifier OR
Autosmooth (Object tab) with a small angle, e. g. 30°.
as IkariShinji said, you are using smooth shading, it is very useful but you have to adjust your mesh first, so you dont get that bad shading effects, he said one way to fix but you can also use support loops, in the image will be a better explanation