How Do I fix the Normals of Single Verticies?

I am trying to make Hair for a Human Character thats the ressurected form of a character that is now deceased, I want it to resemble how another artist does the hair in terms of topology

the problem is that when I merge verticies into one, it messes up the normals resulting in weird shading issues in the tips of the hair strands as shown in the image:

I tried asking the Blender Discord and the Server for the fandom im making the model for, but both servers had no useful information

Does anyone know how I can fix the normals in the single merged verticies so that it can be fully smooth shaded

and yes they did suggest auto shade, but that would make the hair too blocky

I’m not sure if i understand the second part of the first sentence… resurect, deceased ???

Anyway:

Usually the normals are computed by the surrounding vertices… (real or fake → smoothed shading) so it doesn’t mess them up but just generate them while the geomtry is made… and if you want…

…then you might have to research that kind of modeling… or at least show some references…

This might be a topoogy problem… but we don’t see that here…

Could be for example this…

rotate that vertex normal [R and then N] to desired direction

But there is only so much that You can achieve with that
extremely pointy vertex will alwas have some weird shading from some angles.

Have you tried adjusting the Auto smooth value?

You might need to add a loop cut and pul it down to the pointed area, if you can’t add a cut ( merge probably disabled that operation…grab the closest loop and pull it down with the edge slide…that should take care of the weird shading issue…

Adjust th auto smooth value until u give consent to it. Or when u feel that it’s something you want