VertexNormal
From polycount
Revision as of 19:00, 31 December 1969 by (Talk)
Vertex Normal
(describe here what a vertex normal is)
Foliage Shading
Normal Mapping
When using tangent-space normal maps, some game engines require a bit more geometry near areas that have a lot of change in angle (hard corners, etc.) otherwise the vertex normals fight with the normal map and create shading errors. Careful topology can minimize or avoid these errors altogether.
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