One material but mesh is too dark and the other mesh too light

Every advice is welcome. I’ll try them all.
I use the latest version of Blender.

I’m new to blender and happy with what I already achieved. I finally understand a few things but I can have a lot of questions. Thanks in advance for you time and patience with me.

I probably did something wrong but now I can’t find a way to undo it.

I have two meshes using one material


. However one object is darker… That’s not what I want.
I tried to recalculated it, outside and inside. I also tried to flip the normals, merge by distance, all the other clean ups… That didn’t change anything. It is not the lights.

This also shows when I use other materials. I don’t use UV maps. Just image texture.

When I have the viewport shading color selected on random it shows this:

Face orientation:

Shading, material:

_
UPDATE:
Shared file and got the answers which helped me to figure out what I did wrong and how to fix it.
So I deleted the file.
Now I’ll try to change it and solve it.

Thank you for being so kind.
_

I want to joint them eventually but not when it looks like this.

How can I fix this?

Are you sure this isn’t an optical illusion ? Try to add small cube on both aligning the faces and have a second look, like so (why such a big image ???):

I’m new to this. How do I align the cubes with the meshes?

So I did it and it is close to the meshes. (not in the file I shared) and now what? Do the colour change?

Do you have sub surface scattering in the material, but one mesh manifold and the other not?

I don’t use the subsurface scattering node. I included a picture of the material which nodes I use. I just shared the file.

How can I control if the one is manifolded?

Can you provide a blend file? It’s pretty hard to tell what might be happening with only some screenshots

Yeah of course. I updated the post. I shared the file. Thank you for your advice.

I had a look at the blend file, and the color change is just because of the shading on the different geometries. If you joined them together (as in they were joined together in one mesh), I think the problem would go away.

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The body does have a subsurface modifier and the head not… but anyway its’ an illusion, added cube to head an body, head with wire:

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Thank you for checking it!
Oh so I should give the head also subdivision? Is that a good thing? So if I make it an animation and let it move, it won’t appear in the render version?

How is that possible that the shading is different? What did I do wrong? Can that be fixed?

I joined them but it is still visible:

I saw this kind of not matching putting together head and body even made by pros, but then ther was some kinf of necklace / high collar dress or something else. The question is (disregarding modeling skills) why not just joining head and body and remodel the neck?

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The polygons on head an body at the neck are pointing to different directions. … join and model it…

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It is a good thing that I am not the only one who make such mistakes…

So I joined them

So you mean delete the whole neck? How can I fix the polygons? Is there a YouTube video for instructions?

Since you’re planning on animating it, you might want to look into retopology. It’s not as scary as it might look

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The pro didn’t make a mistake, he know its will not be seen, because it was hidden under the necklace…

Thank you! I didn’t know it. I’m gonna use it and watch the instructions on YouTube.

Ohh that way. Sorry for not understanding it.
I’ll change the neck. Don’t know how and all but I’ll do it

You are lucky i just deleted two rows of the body neck and bridged the parts a little relax and voila… but it’s still bad topology… (and next time compress the blend file; isn’t it default?? yours 1.8MB mine 0.5MB) :
neck

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How did you do that? It looks so much better. Then I’ll change it in mine. Or can you share your file, which is been made by me, with me? :grimacing:

Yeah I have a lot to learn about topology, but I’m still learning.

Yeah didn’t know how to do it. So I uploaded everything.