![]() ![]() ![]() Sometimes you want that, and sometimes you don't. So by triangulating some faces in a mesh, you can control the influence of other vertices on the normals. But on a deforming model, those are going to change as faces deform. Of course, for a non-deforming model, it wouldn't matter- you'd just give it the custom normals you want, and those would never change. But on the untriangulated model, both face normals contribute equally to both middle vertices.īecause custom normals and tangent space normal maps both rely on the base normal, this remains true even when those are in use. On the triangulated mesh, those are three different face normals two of them contribute to the vertex normal of the middle left vertex, but all three contribute to the vertex normal of the middle right vertex. However, before that happens, face and vertex normals are calculated. Now press B and drag to select the part of the mountain which is above the ground. ![]() Notice how that affects the normals?Įvery mesh is eventually triangulated, it's true. Press Control-TAB and select Face in the Mesh Select mode menu. And on the right, I've triangulated a face. When creating a face, the face can be previewed by holding Ctrl. The tool first tries to create a face, however, if not enough geometry exists to create a face it will try to extrude a vertex to the cursor. It's just a quad, loop cut in half, and then I've moved one of the vertices down. Vertices or faces can be created by moving the cursor close to an element and using the hotkey to add a vertex or face. Edges act to sort of block the propagation of normals.Ĭompare the normals and topology of these two simple shapes: To do this I use a texture with color squares to which I move the UV islands. I have a workflow in which I use one material for all models to avoid drawcalls in the engine to which I am exporting. Probably because of smooth shaded normals. In this video tutorial I show you my process on creating low poly models and also the way I add materials and textures. ![]()
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