How do I fix these visible triangles on my mesh?

I tried adding support edges, triangulating and nothing really worked. I’m not sure how to fix those triangles showing up like that. You can even see when I load the low-poly and apply the normal map in Painter they are still visible and even sharper… Can you guys share some wisdom with this one? This is the only thing keeping from going to the texturing phase, so it’s desperately needed.



Hello could you please share this part of your mesh?

Ah, you mean the blender file?

PS: Here’s the tail attached below:
lowpoly fish .blend (977.8 KB)

You’ve Shaded Smooth your object, Blender smooth between the faces, also between the perpendicular faces, as each face is made of 2 tris, it will give this long triangular shadow:

You could activate Auto Smooth in order to break the smoothing between the perpendicular faces but I guess this is not what you want:

But you can keep the Auto Smooth option and give your object a Weighted Normal modifier, it will keep the shade smooth on the small faces only and remove it from the large ones:

1 Like

@moonboots thanks for trying to figure out this matter with me. At first sight when I followed your instructions, the triangles disappear in Blender. However, when I exported the model in Painter and Marmoset Toolbag they are visible yet; not as much as before but still are. Any ideas how to change that?


Have you applied the modifier?
Or you could fix your problem with some insets (now the shade smooth doesn’t happen with the inset faces as they are coplanar):

I don’t know what happened but when I tried again your method with the auto smooth and weighted normals, it worked! Before I did apply the modifier but I have 0 clue why it did not produce a positive result outside Blender. Anyway, thank you!!!