It is really hard to describe my problem accurately, but I try the best I can. I am using Blender to create meshes for Unreal Engine. However, this problem shows already in Blender. I don´t know the terminology, So I go right ahead and describe shortly what is wrong about the picture attached.
You can see a diagonal shadow cast after I turned on the smooth shading. That does not look very good (I am sorry, that I cannot describe it any better).
You would really help me out if you could explain my mistake to me!
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achnequark
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5Related - http://blender.stackexchange.com/questions/23596/smooth-shaded-model-has-odd-shading and this - http://blender.stackexchange.com/questions/14652/how-do-i-fix-this-triangulation-issue. In short, this is caused by the topology. – Mr Zak Jun 27 '16 at 13:39
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1related: http://blender.stackexchange.com/questions/18055/strange-lighting-problem-with-normals/18058#18058 – Jun 27 '16 at 15:17
1 Answers
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This is because you have Smooth shading enabled in your 3D Viewport > Toolshelf > Tools tab > Edit dropdown > Shading:. There is a way to fix this without going back to Flat shading.
Go to the Properties panel > Object Modifiers tab and add an Edge Split modifier. The default settings should be ok, but if they aren't, you can change the Split Angle:, which is defined as the max value at which an angle should be split.
The Edge Split modifier:
Comparison with a cylinder:
Shady Puck
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