I found it impossible to adjust normals in a way that preserves the look I’m going for without creating some strange shadow artifacts and I hesitate to raise the poly count.
I tried baking normal maps to store the normal data for different light directions but that gave inaccurate results compared to modifying the normals manually.
Is there an alternative way to store the vector of vertex normals similar to shapekeys that will allow me to achieve this? I’d rather not have to swap meshes altogether because I want to have the ability to interpolate between different normal settings.
In case it matters I intend to use UE4 as the game engine.
I saw a way of doing these toon edges. when i was scouring YT.
It was by duplicating the mesh scaling it up, and flip the normals.
Although it was a cool result, it couldn’t top this
The solidify modifier actually does just that: generates a duplicate mesh to create the outline. I think the reason it might look different is because I applied a dark brown color instead of the usual pitch black in order to make it blend in with the rest of the character.