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    File: badtoposhading.jpg (7 KB, 347x296)
    7 KB JPG
    It's an inset on my AR I'm working on in blender, topo in reply

    I'll show the other side of the shape too because idk if it's just that I can't get the light to hit it right but it doesn't seem to have the same issue. It connects differently but it had the same sort of connection before and still only the top had a problem, I'll try to show
    >>
    File: badtopo.jpg (33 KB, 495x366)
    33 KB JPG
    topo
    >>
    File: tryfixexample.jpg (29 KB, 579x362)
    29 KB JPG
    Tried making it so those quads connected straight like this too but didn't fix it
    >>
    File: bottomnoissues.jpg (56 KB, 791x501)
    56 KB JPG
    Here's the topo for the bottom side, doesn't have any issues with shading
    >>
    File: bottomnoissuesshading.jpg (15 KB, 670x462)
    15 KB JPG
    >>
    File: badtopo2.jpg (13 KB, 244x242)
    13 KB JPG
    But when I use the same sort of topo on the top, it has the same bad shading
    >>
    >>1031150
    badtopo is right homie, 70% of these loops dont need to exist
    if by AR you mean freedom gun then I sure as hell can't tell that's what it is
    >>
    File: arpic.jpg (50 KB, 1178x498)
    50 KB JPG
    >>1031156
    Here's gun

    Ur actually right about the ones u put red on I'm being silly hold on
    >>
    >>1031156
    Right about that section to the left but idk what I'm supposed to do about the rest, that geometry has to go somewhere if I wanna keep it quads right
    >>
    >>1031162
    I did fuck up by having the top and bottom circle misaligned that's why the loops get wonky on the bottom but surely that's not the issue right
    >>
    >>1031149
    why this can happen:
    - Normals aren't correct/surface isn't flat
    - smoothing groups / seams aren't correct
    - multiple vertices at the same (or close to the same) location

    my guess is #3 -> select thje vertices in the area (in x-ray-mode, so you select hidden stuff too) and do a merge by distance - if nothing was removed, it's probably one of the other two
    >>
    File: ummmmmm.jpg (17 KB, 456x336)
    17 KB JPG
    >>1031164
    lol.... oops...
    >>
    File: problemsolved.jpg (24 KB, 704x490)
    24 KB JPG
    >>1031164
    thank u kind stranger I was checking for overlapping vertices idk how i didn't see it wasn't straight at all
    >>
    >>1031162
    the amount of edge loops you have is actually insane anon. you have over 30 edge loops in any given area where you really only need 2 to 4
    >>
    >>1031172
    How would I have 2-4 edge loops for this shape and keep quads only?

    I was a little lazy with the loops I'm cleaning it up now but it's still a lot from the beveled circle shape needing to connect to the inset idk how I'd make it any simpler
    >>
    >>1031173
    maybe with clever bevels?
    I don't know what you're going for, but something like this
    >>
    >>1031174
    Looks pretty good I didn't know about bevel modifier really. That would probably be easier to work with you are right.

    I imagine the real geometry is something similar to what I have though although maybe cleaner?
    >>
    >>1031175
    not that clean desu
    >>
    >>1031173
    >How would I have 2-4 edge loops for this shape and keep quads only?
    You should be getting your high detail from something like a subdivision surface mod, not from cramming tons of edge loops trying to force a rounded edge.
    >>
    File: DTM.jpg (560 KB, 2200x4368)
    560 KB JPG
    Is this the shadows fuck-ups thread? Cus my data transfer modifier looks fine in the preview, but then I go to apply it and not only have the normals seemingly reverted, but now there are all these nasty little creases.
    >>
    >>1032366
    Your mark sharps are probably fucked somehow. Data transfer can be finicky like that.
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