It's an inset on my AR I'm working on in blender, topo in replyI'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
topo
Tried making it so those quads connected straight like this too but didn't fix it
Here's the topo for the bottom side, doesn't have any issues with shading
But when I use the same sort of topo on the top, it has the same bad shading
>>1031150badtopo is right homie, 70% of these loops dont need to existif by AR you mean freedom gun then I sure as hell can't tell that's what it is
>>1031156Here's gunUr actually right about the ones u put red on I'm being silly hold on
>>1031156Right 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
>>1031162I 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
>>1031149why 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) locationmy 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
>>1031164lol.... oops...
>>1031164thank u kind stranger I was checking for overlapping vertices idk how i didn't see it wasn't straight at all
>>1031162the 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
>>1031172How 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
>>1031173maybe with clever bevels?I don't know what you're going for, but something like this
>>1031174Looks 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?
>>1031175not 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.