My model is shaded smooth, and autosmoothed. But some edges/faces look sharp. How come? And how do I fix it?
46623
I've been modeling a hermit crab and I don't know why but some areas of the mesh are really dark on some spots, like the legs and the claws.   I hope you can help me fix it.
102808
I'm trying to get an accurate index pass for compositing. My geometry (a window in this case) consists of straight lines and it would be nice to have a perfect mask for color correction. As you can see Anti-Aliasing is enabled, but there are still some weird pixels:    Until now my workaround was to blur the image, but in this case straight lines are key to work with. How to achieve this? Is there a render setting to prevent the noise or make it less noisy?
36929
I've only been 3D modelling for a few days now, so this may just be a newbie mistake:  However, because this model is for use in a game I am trying to stay away from proximity loops for performance reasons. Instead, I have used edge creases to maintain the structure of the model. It has led to certain vertices not being affected by the subsurf modifier, causing undesirable lighting at high subsurf levels.  Manually moving each point in a bit seems kind of sloppy but I'm not too sure what the best way to go about this is.  If any more information is needed I'll give what I can, thanks in advance :)
96926
So I made a 3d model of a sword, and when I try to render it, the program automatically smooths everything out.   Basically, I looked around online, and made sure everything smoothing related discussed there was turned off, and they all were, what should I do?
31738
Ok, when I applied my subsurf modifier my mirror modifier messes up... how can I fix this?  Here is the mesh before I applied the subsurf modifier.
103378
So I'm trying to do a model and I noticed when in Edit mode the vertices and edges are being hidden by the smoothed surface view:     How do i fix this?
120552
So I was messing with Subsurf modifier to create a certain sword and then some weird artifacts began to appear (cape-like). I've tried adjusting the Crease, but couldn't achive what I wanted. Basicly, what I whant is the as on the screens, but wo any artifacts :)   Also, here's the .blend file, cause I assume I didn't make myselt 100% clear.
119868
I've been working on a mesh and realised that part of it is not being shaded consistently across the borders of each quad. I've isolated the section into its own blend file and cannot figure out what's causing the issue.  The section in question is a flat plane with some loop cuts. It's set to flat shading and the face normals are all consistent and pointing in the same direction. There is no modifiers applied.    Does anyone know the cause of this and how to correct it?  Blend file can be downloaded here:
40351
I am relatively new to Blender so please excuse me if this is rather amateur!   The bottom of my torus has poor surface quality, I have scaled the vertices down for a smaller (variable) tubular radius all the way around the torus and at the bottom the surface quality is awful, with inaccurate shading. Any ideas as to what is wrong and/or how I could fix this?  Thanks, itsanate
28178
was following a tutorial where I stumbled into this weird line in my mirrored mesh (sorry for the feet lol)      You can also download the blender file
27773
I have looked at other similar questions on this site but couldn't answer my question. I have a model made of cubes the edges look very sharp (I would put a picture here but I don't have the required rep) is there a simple way to make the edges round?
21796
I have a simple cylinder which is mirrored on both the X and Y axis.  When I scale it along the X axis, the two halves of the cylinder overlap, rather than scale as it would before the mirror modifier was applied:    I haven't used Blender in a while and I know this is a simple fix.
78968
When I move my mouse, the window in Blender blurs / smears down. Why is this is happening?
96198
So I modeled this sword and all the parts were separate meshes. I used a mirror modifier when I was modeling and then I applied the modifier when I was done to make the parts into solid meshes. Put a UV map on everything and it all looked good in Blender.  Then I put it into Unity and I got what you see in the picture. Part of the sword is inversed. Oddly, the inversed part actually maintains the proper silhouette. It maintains the correct shape, but then is shaded like the front half is missing.  Does anyone have an idea of what's going on and how to fix it?  Thanks, James
99876
Somehow my viewport preview shows darker result than what comes out in render (check out in corner of the pic)  World strength is at zero and ambient occlusion is also disabled.  Floor is using bump and roughness from picture. Wall has adaptive subdivision surface  modifier.  All lit using planes with emission shaders.  I wanted to play around with render layers and maybe I screw some setting there, hope this helps.
23995
There are red and pink edges on my mesh.  What do these colored edges mean? How can I use them?
64124
I have a simple skull model, to which I applied the subdivision modifier. For the most part everything works as expected, except I keep getting these weird sharp vertices and I can't seem to figure out how to flatten them.    I'm using Blender 2.8. Is this some kind of feature I can disable/enable for particular vertices? The distance between the sharp vertices and the gray outline differ.    Any suggestions please? Thank you!  EDIT: I also tried selecting as both - vertexes and edges and then applied Edge->Clear Sharp, but nothing changed.