after a lot of search for a way for create a lowpoly model with nice smooth, i find this lovely addon for blender.
now i want to share it here for those who do not know anything about this.
and i suggest you to use it, very helpful for keep vertex low and have right smooth on beveled edges and flat faces.
This Blender addon provides a set of tools for editing vertex normals.
As seen in the following image, Y.A.V.N.E. can dramatically improve the visual quality of a mesh without altering geometry.
Y.A.V.N.E. is available within the 3D View > Sidebar > Tools tab for any mesh object in Edit mode.
Vertex Normal Weight
Vertex weight types determine how each vertex normal is calculated as the weighted average of adjacent face normals.
Y.A.V.N.E. provides several weighting options:
- Uniform - Faces normals are averaged evenly.
- Corner Angle - Face normals are averaged according to the corner angle of a shared vertex in each face.
This is the smooth shading approach used by Blender.
- Face Area - Face normals are averaged according to the area of each face.
- Combined - Face normals are averaged according to both corner angle and face area.
- Unweighted - Face normals are not averaged; vertex normals are static.
"Set", "Merge", and "Transfer Shading" operators result in unweighted vertices.
Face Normal Influence
Face influence types determine which face normals are considered when calculating vertex normals.
In the case that a vertex is shared by faces of different types, only normals from the most influential faces contribute to the resulting vertex normal.
Faces have Medium influence by default.
A typical workflow involves assigning Weak influence to transitional portions of a mesh, such as bevels (I).
Alternatively, users can specify more influential areas by assigning Strong influence (II).
It is even possible to use all three face influence types in a single mesh (III).
Blender 2.80+ - 19.39kb
Blender 2.79 - 18.43kb
Code: Select all
2.0.1 Exposed flat face shading as an option 2.0.0 Updated to support Blender 2.80 1.9.2 Forced sharp edge visibility Fixed divide-by-zero exception with Merge tool 1.9.0 Added option to sharpen edges based on the angle between faces Added option to factor linked face areas into the calculation of face weighted vertex normals Added support for flat shaded faces Implemented concurrent processing of vertex normals for Unix-like systems Refactored unweighted vertex normals to use loop data layers Optimized algorithm for splitting vertex normals 1.3.0 Added "Merge" feature Added "Medium" face influence type 1.1.0 Adapted code to be compatible with changes to "Object.ray_cast" interface 1.0.0 Initial release
For more information go to the official page in GitHub