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’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…
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…