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Is there any tricks to get a low poly cone to shade correctly? (Custom normals? geometry tricks?)

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ZacD ngon master
So with vertex normals, when you try to shade a simple cone, you have to use a lot of geometry or a normal map. Because if you try to use just 1 vertex on top, the back side will not shade correctly. And if you use quads with a flat cylinder top, you get these hard smoothing edges from the tris. I know the simplest solution would be to use a lot of geometry, or a normal map, but I wanted to see if anyone here could come up with some other solutions that might be a bit more ideal if you want to keep it as low poly as possible. 

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