Can someone tell me what is making this object look sort of smoothed, even though there is no subdivision surface modifier?
All three of these menu options affectsmooth normal shading, or lack thereof. The edge split modifier and adding manual sharp edges may be of interest as well. If you’re looking for more info on custom vertex normals, this video is a good introduction.
Or… the model just has a high enough polycount.
It might be modeled with a subsurf which is was later applied so it’s not in the stack anymore.
Edit: The image shows off that it’s low(ish) poly
Well, I wasn’t able to tell that from looking at the picture. But I’d love to learn how to do so.
I didn’t mean to make a false statement. I just didn’t know better. But if you could share your knowledge it’d be appreciated.
Sorry, m_square. I was a bit prickly for no reason.
Two major giveaways in the image:
- There are smooth-shading artifacts clearly visible where the face normal data is not sufficient to produce clean results:
- There are visible ‘corners’ on the curved profile of the geometry. While this is possible to maintain in highpoly models, it’s not desirable or consistent with the poly density or craftsmanship visible on the faceted portions of the mesh. I.e. an artifact, not intentional.
It’s nothing magical. Just some rather obvious details common in low/med poly art.
Thank you, this valuable information for me.
Lesson learned…