Why did shadows appear on the faces of my models and how can I remove them? While editing a 3D model, shadows suddenly appeared directly on the faces, and I don’t understand where they came from.
Unwanted shadows on 3D model faces usually occur due to light source settings, surface normal issues, or incorrect model topology. To remove these shadows, you need to check lighting parameters, recalculate normals, or adjust shadow display settings in your modeling software.
Table of Contents
- Basic reasons for shadows on faces
- Checking and adjusting light source settings
- Working with surface normals
- Solving topology issues
- Adjusting shadow parameters in different software
- Preventing shadow problems
Basic reasons for shadows on faces
Shadows on 3D model faces can appear for several main reasons:
- Light source settings - if the shadow option is enabled in the light source properties, they will appear on all surfaces, including faces
- Surface normal issues - incorrect or inward-facing normals cause incorrect lighting
- Poor topology quality - triangular meshes without proper loops can create lighting artifacts
- Shadow bias parameters - incorrect values can cause “light leaking” in shadow areas
- Duplicate polygons - intersecting or closely spaced faces create chaotic shadows
As noted by the Autodesk community, even in professional programs, these issues often occur and require a systematic approach to resolve them.
Checking and adjusting light source settings
The easiest way to remove shadows from faces is to adjust light source parameters:
- Open the tool properties panel in your 3D editor
- Select the light source
- Find the “Shadow” option and uncheck it
- Check other lighting parameters that might affect shadow appearance
In CLIP STUDIO, this process is particularly simple: “go to tool properties and ‘select light source’, then uncheck ‘shadows’”.
In some programs like Autodesk, you can switch the visual style to “Engineering,” which doesn’t display shadows.
Important: Disabling shadows may change the overall lighting and color of your model. If you need to maintain realistic lighting without shadows on faces, use more refined parameter adjustments.
Working with surface normals
Incorrect surface normals are one of the common causes of shadows on faces:
Problem: Normals pointing inside the model or without clear direction cause incorrect lighting calculations.
Solution:
- Enable normal display in the editor (usually the V key or a special option)
- Check normal direction - they should point outward from the model
- Recalculate normals through the model editor menu
- Smooth or sharpen normals depending on the surface type
As explained by YSDecaff, “you want a model that looks like a hedgehog, where each normal points in the direction you’ll be viewing the face from”.
In Unity, it’s noted that “this is related to vertex normals, which each vertex in the 3D mesh has. If you smooth normals, they get averaged, while hard normals are essentially treated as separate vertices”.
Solving topology issues
Topology problems can cause strange shadows and lighting artifacts:
Common issues:
- Duplicate faces (doubles)
- Triangles instead of quads
- Missing proper edge loops
- Automatic triangulation without optimization
Solutions:
- Merge nearby vertices - use the “Merge by distance” function in Blender
- Convert triangles to quads for better lighting control
- Add deformation edge loops around complex areas
- Avoid boolean operations without subsequent model cleanup
As noted by the Unreal Engine community, “they don’t care about topology at all, which is critical for clean 3D models. Auto-triangulated models without edge loops will be a complete mess”.
Practical example: When importing models from Blender to Unity, Reddit users recommend “make sure you merge by distance in edit mode for your model, as duplicate faces can interfere with proper lighting calculations”.
Adjusting shadow parameters in different software
Blender
- Select the object
- Go to Properties → Rendering → Lighting
- Uncheck “Shadow” in the Ray Visibility section
- Or use an object modifier to disable shadows
Unity
- Select the GameObject with the model
- Open the Mesh Renderer component
- Adjust Bias parameters for shadows
- Use Shadow Distance to control shadow area
Photoshop (3D models)
- Load the 3D model
- Open the 3D properties panel
- Adjust lighting parameters
- Disable shadows for specific light sources
SketchUp
- Use the “Reverse Faces” option to fix face direction
- Check style settings in the Styles panel
- Ensure the current style supports shadow display
As shown by user experience, even in programs like Photoshop, there are special settings for controlling 3D model lighting without shadows.
Preventing shadow problems
To avoid unwanted shadows in the future:
- Regularly check surface normals after importing models
- Optimize topology before final rendering
- Use proper light sources with soft parameters
- Experiment with Bias parameters for different model types
- Create lighting presets for frequently used scenes
Key tip: As stated in the official Unity documentation, “bias values for lights may need tuning to ensure unwanted effects don’t occur. It’s usually easier to determine the correct value by eye than to try and calculate it”.
Expert note: Professional 3D artists often create multiple lighting variations for a single model - one for overall views and separate ones for portrait shots where shadows on the face are minimal or absent.
Sources
- How to remove lighting/shadows in 3D model - CLIP STUDIO ASK
- Turning off shadows for 3D model - Autodesk Community
- Disabling 3D shadows in Clip Studio - Reddit
- Shadow issues when importing Blender models to Unity - Reddit
- Getting rid of weird shadows in Unreal Engine - Reddit
- Removing shadows from 3D scans - YouTube
- Resolving shadow issues in Unity - Documentation
- How to turn off shadows in Blender - Quora
- Shadows in 3D view - Graphisoft Community
- Resolving shading issues in Blender - YSDecaff
Conclusion
- Light source settings - the primary source of shadows on faces, check shadow parameters in light properties
- Surface normals - a common cause of artifacts, regularly recalculate and check normal directions
- Topology quality - invest time in optimizing the mesh for better lighting
- Bias parameters - fine-tuning these values can solve “light leaking” issues
- Prevention - develop the habit of checking models before final rendering
Start by checking lighting settings, as this is the quickest way to solve the problem. If shadows persist, move on to analyzing normals and model topology. For persistent issues, experiment with bias parameters in your program’s rendering settings.