I can’t tell if you are talking about the discoloration, which is due to the normals, or the triangulation along the edges which may be due to the normals but can also be due to hyper-extended edges, extruded overlapping edges or triangular faces or creased edges resulting from pressing “Shift+E”.
But, I’ve had this problems that look like this before. The solution could be that in edit mode, select all your vertices and press “Ctrl+N” and that will recalculate all the normals. It should fix that problem where the mesh is inside out in different places.
Those creases look like they result merely from the sharp arrangement of edges, not any glitch, there is nothing strange going on (assuming you already ruled out overlapping edges and removing doubles and all the other things that have been suggested). It seems like you connected the corners of the indentation nearly perpendicularly to other surrounding vertices relative to the local z direction of the corner, creating triangular-looking faces near the corners which only exacerbates its sharpness. If you want the corners to not do that, you can either try adding a subdivision surface modifier, or you will have to add more detail around the corners that don’t make such harsh 90 turns when connecting to other vertices.
Hey yes that’s the problem =)
My corners are too sharp.
I don’t know why my previous posts don’t show, but thanks for the solution :yes:
I tried to save on verts so I made sharp cuts, that was probably a bad idea.