Check the junctions of your Ridges and body…There are many HOTLINES…Where the cut intersects with a mesh line…( mainly happens when using Boolean Difference…
Hey. Thank you for your reply. Unfortunately, moving edges from that location is not possible considering that it changes the shape of that part of the model. I am hearing about the term “hotline” for the first time. I made a quick Google and Youtube search but can not find anything about it. If possible, can you guide me with where I can find more information about this subject?
First thing, activate “harden normals” on the bevel modifier. It does something similar to the weighted normals, but it affects only the bevel itself. This will already remove a bunch of shading issues.
The harsh line on top is caused by the edge loops right above and below the glitch. Having multiple edge loops in close proximity will compress the shading over a short distance and create a pinching effect. This effect becomes increasingly strong the more curvy a surface is.
What’s happening is that you are modeling at such a low resolution that you run into a fundamental limitation of 3D graphics: smooth shading depends on the shape of the polygons, so having few of them will always lead to a flawed shading.
In this image, I also spaced the polygons a bit more evenly for nicer shading for this very reason.
At that point, your shading should only really be a problem if the object is perfectly reflective, so try looking at it without the shiny matcap, as it shows the slightest problem that you may not even see with the final material.
And if you truly need a super low-poly model to have perfect shading, the way to do that would be to create a second, subdividable version of the model and use that to bake a normal map.