How do I fix this weird lighting (normals?) problem? So I made this fork.

The middle two spikes have a sudden difference in lighting normals it would appear at their base (top of pictures). There was a large quad making up the area underneath the four vertices (seen in the top right image), so I thought maybe breaking that face into multiple would help. Instead I get these weird lighting triangles (bottom left picture).

This problem seems to persist in same way regardless of how I breakup the face.

To make it weirder I am positive that the 8 vertices at the base of the fork spikes have the same x &amp; z coordinates, they only differ in the y axis.

What is causing this problem and how can I fix it?

If anyhow relevant, the left images are taken in Unity game engine.
As others have mentioned, Unity is probably getting confused about what direction the normals should be in. You need to change the topology of the large area that causes trouble. I think this would be the most logical choice:



Have you tried this combination?
To get to it, simply delete all the "wrong" faces, insert a face (F) in their place, and cut it up using the knife tool (K).



If this doesn't work, or if you're too lazy :), try adding a Bevel modifier with a small Width.