I tried applying a boolean modifier so I could make some holes inside a mesh, but the result was horrible shading. I've tried smooth lighting and an edge split modifier with sharp edges, but still nothing so far. I even added a new knife cut near the ends so it wouldn't be as noticeable. It's really bugging me, please help! Split concave edges just made a bunch of triangles with even worse shading.



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Dan
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https://blender.stackexchange.com/questions/13554/applied-boolean-modifier-leaving-shading-artifacts-with-flat-shading https://blender.stackexchange.com/questions/84455/smooth-shading-sub-surface-distorted-render – Duarte Farrajota Ramos Mar 22 '18 at 00:34
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That first link was pretty useful, but still doesn't solve my problem, as I already used the edge split modifier, and I can't make a triangle fan out of my cylinder. Also I didn't use the subsurface modifier – Dan Mar 22 '18 at 07:32
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try auto smooth in the vertex tab – atek Mar 22 '18 at 09:05
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A picture of the wireframe, or sample file will shed more light. One fears the boolean modifier may have naffed up your topology. – batFINGER Mar 22 '18 at 09:29
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@atek What would be the point in doing that? I already have an edge modifier, auto smoothing does nothing more than my sharp edges – Dan Mar 22 '18 at 09:35
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@batFINGER Alright, done! Added more images to the post – Dan Mar 22 '18 at 09:37
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Yep you have ngons. Similar in a way to this recent Q/A – batFINGER Mar 22 '18 at 10:13
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Don't use booleans folks, prefer proper topology instead. – Duarte Farrajota Ramos Mar 22 '18 at 11:47
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@batFINGER Yup! No doubt. The link didn't help much, though. Any solution? – Dan Mar 22 '18 at 14:48
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@DuarteFarrajotaRamos Well yeah but I needed those holes, how could I do it without booleans? – Dan Mar 22 '18 at 14:49
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Maybe rijig the question re the barrel and how to produce with good topo. – batFINGER Mar 22 '18 at 15:09
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Sorry, what? So I should re-make the barrel? Sure thing, but how? Without the boolean modifier it seems pretty hard – Dan Mar 22 '18 at 15:19
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1@Dan Manually modelling it with proper topology. Have you checked the link? There even a specific example exactly for this case – Duarte Farrajota Ramos Mar 22 '18 at 16:49
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@DuarteFarrajotaRamos Oh, I see! Thank you! I got it – Dan Mar 22 '18 at 17:12
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Try selecting your entire mesh in edit mode and hit [ctrl + n] to recalculate normals. This should fix the shading..
MooKorea
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Already tried that like a million times, and it didn't work. These are not messy normal shadows, these are concave faces shadows – Dan Mar 22 '18 at 07:22

