Anyone got any idea how to fix that odd shadow on the head and any explanation to what it is?
Probably need a little more info like - is this in Unity, is there lights, is there a texture on the model, is the model a solid mesh object, but I’ll take a stab at it.
Could be one of these.
- The central verts are not welded and there is a seam.
- The left side of the head has a different smoothing group than the right side.
- There is normal map applied to one side of the mesh, prior to mirroring and welding the mesh together. The normal map is flipped and needs to be edited to look correct.
If its me, its probably alll three, but this appeared in blender after adding a smoothing group, i did use a mirror and i turned clippin on So the verts sticked.
It looks to me like the verts on one side of the head have flipped normals, facing inside instead of outside. I’ve seen this happen on mirrors before, don’t know how or why as it isn’t very common to me.
Look for “recalculate normals” , “make normals consistent” or something similar. I forgot which it is now.
I forgot to mention, did you weld the verts on the mirrored side. Sometimes, they don’t do so and you have to do a “remove doubles” and this can affect the smoothing groups too.
Okay, thank you
found the issue, it was clipping for some reason even with “Clippin” selected.