Normals get messed up

Im having a problem with my normals since im trying to generate and render some complexer models than flat terrain.
The model is rendered using code, and the normals are calculated for each vertex from the neightbouring indices.

Getting normals from indices


    public Vector3f getNormal(){
        Vector3f normal = crossProduct(v1.getPosition(), v2.getPosition(), v3.getPosition());
        if(normal.length() == 0){ normal = new Vector3f(1,1,1); }
        
        normal.normalise();
        return normal;
    }
    
        
    private Vector3f crossProduct(Vector3f v1, Vector3f v2, Vector3f v3)
    {
        Vector3f e1, e2;
        e1 = new Vector3f(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
        e2 = new Vector3f(v2.x-v3.x, v2.y-v3.y, v2.z-v3.z);

        return new Vector3f(e1.y*e2.z-e1.z*e2.z, e1.z*e2.x-e1.x*e2.z, e1.x*e2.y-e1.y*e2.x);
    }

Getting vertex normals:


    protected void calcNormals(){
        normal = new Vector3f(0,0,0);
        
        for(TriangleIndice f : faces){
            Vector3f.add(normal, f.getNormal(), normal);
        }
     
        normal.normalise();
    }

The error im having:

The error happens mostly at the X sides.
Im using a icosphere for the head, so the error does not lay at any vertex seams or something.

Can anyone help me please, im really breaking my head over it.
Thanks in advance :slight_smile: