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I'm making a simple cuboidal room, but as soon as I solidify my mesh it gets weird black patches around the corners.

If I turn fill rim to off it looks good, but obviously I want to fill the rims. I guess the normals are flipped or something leading to a lighting issue. It also persists in final rendered version

From outside

Notice the dark shade just above the 3D cursor

enter image description here

From inside

Again above the 3d cursor

enter image description here

File.

iKlsR
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user1062760
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    Those problems are caused by using N-gons with vertices that are not on the same plane, creating NON PLANAR geometry. read: http://blender.stackexchange.com/questions/18055/strange-lighting-problem-with-normals/18058#18058 http://blender.stackexchange.com/questions/23600/face-behavior-not-equal-after-loop-cut/23602#23602 –  Feb 20 '15 at 21:04
  • @cegaton doing split non planar faces did abolutely nothing – user1062760 Feb 20 '15 at 21:10
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    @user1062760 It's being caused by those ngons, either add an edge split modifier, shade the model flat or try and get some quads there. The marked answer has several links to similar questions, try to read them all. http://pasteall.org/blend/34575 – iKlsR Feb 21 '15 at 07:09

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