As seen below, the faces in the centre are lighter than the others. All have the same material. Recalculating the normals didn't help. What is causing this?
2 Answers
This is Due to your smooth shading.
Smooth shading fake smoothness by bluring the normals of faces,In some cases there isn't enough geometry to produce good approximation and this cause unexpected shading.
Here is a cube which is smoothed,It has very few faces which doesn't help in producing a good smooth results.
Read my article here for full demonstration.
Omar's answer is one possibility, and would probably have been the one I offered as first choice. But looking at the screenshot, I see another possibility: it may be an artifact of the spacing of modeling elements the the area immediately to the right of the part area which appears lighter. My basis for offering this as a possibility is that the density of edges to the immediate right is much higher than the density of edges to the left of the area. I would check the denser area for duplicate vertices, edges, and faces.
- $\begingroup$ Well, the problem in my case was this: I merged verticles at the faces junction into one in that area. Just didnt know this can breake shading so bad. $\endgroup$Mugen– Mugen2016-05-02 07:08:48 +00:00Commented May 2, 2016 at 7:08

