Anormal shadow smooth

hello all, thanks in advance for help

i’m modelling an Irisbus (coach brand) logo with tri and quads, and when I use smooth shadow I had a weird result:

so, here’s the .blend if u want take a look
http://pasteall.org/blend/index.php?id=49788

thank you so much for try helping me because I have an entire model (coach) with this type of problems and I have searched a lot of times before coming here…

Use auto smooth and sharp edges to control the smooth shading

current-0.36-problem.blend (93.5 KB)

hi @JA12, thanks u, it make me a little bit clear in my head lol !
so, I had my front face with tri and quads, what going’s wrong ? I don’t get it, can you take a look please? (I don’t tell you to fix it, just tell me what i’m going wrong on this mesh (for shadows issues)) because I need these depth effects :frowning:

.blend file : https://expirebox.com/download/156fac0545c112ee698b3b266bccdccc.html

i’m okay to remake the entire model but I need to know what’s wrong :stuck_out_tongue:

thanks u so much!


Those aren’t quads. You’re creating n-gons around, which are faces with more than 4 sides.


When you make such cut on a curved surface, the resolution of the hole edges is higher than the cut geometry, which creates n-gons. Because it’s a curved surface, those n-gons are concave and/or non-planar.

A. The cut was made and the created n-gons are planar, but concave. The n-gons are triangulated internally, which all are on a flat surface, so you’re not describing a curvature for the hole nor shading it as such
B. As seen from a different angle
C. If you were to make a cut so that the new vertices do follow a curvature, then you’re creating a severely non-planar n-gon and there are folds that don’t have edges
D. which is because it again has to internally triangulate it which creates those folds


A. Add enough geometry that can support the details you put in. This will be hard to work with and control if you want more closely defined details. Smooth shading only affects the shading, and you still need enough geometry for the contours to look smooth instead of being angular/faceted
B. Which is where subdivision surface comes in. You can use much less geometry which subdivision surface refines, so you gain more control, but that also means you have to plan and control the subdivisions with the structure.

thanks you so much @JA12 for this explaination ! let’s remake my model :slight_smile: