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Why do some faces on a blender look weird?
Instead of being flat they take on a gradient. Triangles, quads, they both do this, often when I’m manually adding faces between edges or vertices. I don’t know exactly what causes it, because even when working on a flat plane it’ll occur, and not always evenly, some faces will be normal while others end up like this.
Why are the normals pointing wrong in Blender?
Because of that, older versions of blender might not know which way the normals should be pointing. 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.
When do you use a loop cut in Blender?
(To correct that use “remove doubles” or “merge”) 2-Triangles or Polygons with more than 4 vertices. (Loop cuts work only in quads). 3- Edges that do not share the same vertices. Thanks for contributing an answer to Blender Stack Exchange!
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.
Why are my normals not working in Blender?
I think the reason why recalculating normals didn’t work is that you have an internal face at the other end of the handle, right where the blade is connected. Because of that, older versions of blender might not know which way the normals should be pointing. In blender 2.56 the normals in your model are recalculated properly by pressing ‘Ctrl + N’
Is there a way to fix weird modeling Blender?
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. What you should see is the shading is fine with Set Solid (except for the visible facets) but has undesirable shading when Set Smooth.