I’m having trouble understanding custom split normals data and how to use them.
In the following video, the “S” is somehow able to maintain one dark/light side no matter the orientation, but the “X” basically has a constant dark/light side based on world orientation instead of the mesh’s.
(Also, the dark/light I’m referring to isn’t the texture, the texture for both sides are consistent, but it seems like depending on the normals, the lightness/darkness is rendered differently.)
How would I edit the X to be like the S?
Also why are some faces light, some faces medium, and some faces dark?
edit: i figured out i could do it by adding a bevel modifier to a cube and cloning the split normal data, but this seems very hacky. any way to actually edit normals rather than copying?