Hello. I have simple detail, and one part of it dispay weird shading.
it is clearly seen on tumbnail
Here is topology
Nothing special - just polygone. I checked for double vertices, direction of normals -all seems normal. All vertices share the same coordinate along Y, so that polygone is completely plain. I try to unplug normal map, but problem still exists. So, why this is happening?
Thank you СD38
Strange, but i never experience something like this before. Even when angles were sharp. I will try to mark edge as sharp.
I also wonder, why shading is weird only at one polygone?
I read at stackexchange that theese methods (Edge Split, Autosmooth) are oudated. And i think they really are, since we have a lot of different angles at model, and tweaking proper angle in settings may be impossible. Dividing model is also not an option, since object must be logically subdivided into separate meshes, like in real life.
I select polygone and press Ctrl+T -> Polygone divided into two triangles. No wonder, since this command triangulate faces
Press Ctrl+F -> and recieve menu where i must choose “Rotate edge CW” i guess. It is only appropriate option in my case, as i understand.
Then i press Alt+J -> Ahh! I never knew about this command, that join two triangles in polygone. I always used “F”. What is the difference between them?
I will try render image now.
UPD: Sadly, but it does not work. I guess i must change topology completely. And then start over. Create new UV, rebake maps and so on.
UPD2: Mark Sharp does not work either. And EdgeSplit is also not an option, since i need no coincident vertices.
Secrop many thanks! You, kind sir, just saved hours of my life! If there is a shiny Blender Gods Pantheon, your statue must be there. Hundred meters tall.
F creates one quad from 2 selected consecutive triangular faces. New face is created if verts or edges are selected; even then, if there are faces already present double faces wont be created. What can go wrong is if F and J keys are not properly used. F connects vertices while J connects + cuts edges in between.
Btw, Auto Smooth is fine in this example. Rarely, if there are a lot of different curved surfaces converting to flat, it fails.
Never knew it’s old fashioned. Turbosmooth and Smoothing groups are better ;)? http://www.pasteall.org/blend/42738
Thank you, eppo but Secrop method solved the problem entirely. I’m not sure where i read that AutoSmooth is outdated. It seems somewere at stackexchange. I never used Turbosmooth and Smoothing groups, since i’m not 3D Max user.