Unwanted Shadows

Hello everyone, I’m new to Blender and currently learning modeling through a Udemy course. I have an assignment where I need to create my own 3D model and submit it. I’m trying to model a plane called a Cessna, and I extruded a wing at the back of the plane. However, I’m noticing some unwanted shadows (I’m not sure of the correct term, so please correct me if I’m wrong), as shown in the image below, where I have circled the issue.

Please help!

Hello!
In Object Mode try RMB → Shade Auto-Smooth. Then in the modifier tab you can set a different angle if the defalut result is not what you wanted

Another tip (but probably you are going to see that in the course as well): Try to avoid N-gons and use mainly Quads instead. You could add a few cuts to the polygon that’s on the body of the plane where the wing connects.
That way you can add support loops easily in case you want to use the Subdivision modifier and keep the shape :slight_smile:

Hope that helps!

At this moment it doesn’t even make any sense to use smooth shading on the whole model… apart from using an insane topology in general this “wall” should be shaded flat and the “wing” might be smooth shaded… but also the conve n-gone at the left encircled area… is a bit unusuall…
…if you did learn this at that course… then i hope you haven’t paid for this… ( or you didn’t “listen” to your tutor ?)

Hi, watch this tutorial:

Also with some weighted normals and some other details…

…or… following a Cessna tut :wink:

Sorry, the course did not cover all the modeling aspects; it only teaches how to model but doesn’t go in-depth. I don’t even know what ‘n-gons’ are because the course doesn’t mention them. The course I enrolled in doesn’t focus solely on modeling—it also covers animation, VFX, and other topics.

Basicly only a triangle defines “a proper plane”; starting with quads you can triangulate them already in two differentt ways and if they are not flat the “curvation” already depends on this. Also any subdivison is somekind of “smoother” if using quads (also if any tri sundivides into three quads).

Any higher polygon is called n-gon (even if this naming convention already applies to tri-angles and quad-rangles :wink: ) and might give you some nasty behaviour…

You might just look for some modelling tutorials… and keep in mind that there might be differrent approaches for games than for movies.

Also: nothing has to be perfect ( whatever this even might be… especially for different domains) … because if the result looks good then it doesn’t matter to make it “more perfect”… only a quicker or easier to habdle workflow is worth to think about.

Thank you for this <3

Thank you!

You are welcome.