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Why does my model have odd shading in Blender?
The cylinder on the left is the default one shaded smooth, the other one has the modifier. This won’t always just work out of the box though for more complicated shapes and might require some tweaking. As mentioned by iKlsR, this is caused by blender trying to smooth the normals over a sharp edge. To avoid this, you can also use split normals .
How does shade smooth and flat work in Blender?
In Edit Mode, individual faces can be selected to determine which faces are smoothed or flattened. Both Shade Smooth and Flat are also available in Object Mode and function the same way. Using interpolated vertex normals, the mesh faces will blur at the edges and appear smooth.
Is there a way to fix facets in Blender?
Fortunately, the remaining shading issues are fixable with your 2.49b. What you should see is the shading is fine with Set Solid (except for the visible facets) but has undesirable shading when Set Smooth. You can fix that by adding the EdgeSplit modifier.
How to fix weird models in Blender 2.56?
In blender 2.56 the normals in your model are recalculated properly by pressing ‘Ctrl + N’ As you’ve seen, the file provided by fpsgod17 is better, but still has strange shading in places. Fortunately, the remaining shading issues are fixable with your 2.49b.
Why does my X-Wing model have odd shading?
I’m currently working on a model of an X-wing that I’m intending for use in a game and running into a bit of trouble with the shading of the mesh. The upper nose is rounded off where the sensor cone attaches, but at the point it reaches the canopy frame it flattens out and meets at a corner.
Why does the 3rd cylinder have weird shading?
Notice that the 3rd cylinder doesn’t have any weird shading since we eliminated the sharp edge. So to fix, add supporting geometry by beveling your edges to avoid sharp curves and turns. Another fix is to just add an Edge Split modifier.
Why is the cylinder on the left shaded in Blender?
The cylinder on the left is the default one shaded smooth, the other one has the modifier. This won’t always just work out of the box though for more complicated shapes and might require some tweaking. As mentioned by iKlsR, this is caused by blender trying to smooth the normals over a sharp edge.
How to use split normals in Blender Stack Exchange?
Split normals behave basically like the edge split modifier, but without actually splitting edges and creating double vertices. To use it, enable Autosmooth in Properties > Object Data > Normals and tweak the Angle as you would with an edge split modifier: Thanks for contributing an answer to Blender Stack Exchange!