Hi! Probably a silly question but why does this happen and is there an easier way to fix this?
Edit : I forgot to explain the problem. The problem is the weird shadow artifact around the curve of stone lantern here. Left is the wireframe of the mesh while right is the mesh with an applied Shade Smooth
I’ve been working on this entire environment project for almost a year now (half of it was procrastinating sadly tbh) but I want to complete this and started running into issues like this.
Its one thing if its a small object that’s not that visible in the camera angle but this stony guy is decently big and I decided to bite the anxiety to ask.
Hmmm i suppose but im kinda already targetting the angle of the main light source for the shadow direction. Now, strangely, if i add subdivision modifier, the shadow looks nicer but now im wondering what the heck is forming that shadow to begin with.
Below is a screenshot after i moved the object away from its position and yet that shadow is still there. Does it mean its a uv issue?
So i guess it was a hdri issue? Granted it doesnt exactly explain why it looks like that specifically because i tried adding another cube beside it and well, below shows it doesnt have that weird shadow. Only forming if i specifically model the mesh this curved way.
Would it be possible for you to share your Blender file so that I can take a look. What @Okidoki said is correct, increasing the subdivide is going to make it more curved, therefore providing more smooth shadows.
Smooth shade does have some problems with low poly shadows, subdividing the mesh solves it because there is more geo (that smooths out the form) to work with.
If you are using simple smooth shade try using “shade auto smooth” instead it often works better.
Unfortunately it says new users cant share attachments. Nevertheless, thank you everyone @Withers99@DNorman and Okidoki (sorry, new user limit again)
I think I’m sure that the shadow was made by the HDRI (its not clear skies so likely the culprit) and i guess I have to bite and make mesh higher poly.
Thank you again for pitching in. Hopefully I get to finish this damn project of mine