Whether you are exporting a low-poly character for a mobile game, rendering a product visualization with hard chrome edges, or sculpting a stylized environment in Redshift, this tool ensures that every photon bounces exactly where you intend it to.
Select your object and click "Display Normals." The tool will draw colored vectors (blue for average, red for hard edges). This visualization is critical for understanding where your shading fails.
: Manually averaging edges to hide artifacts between detached segments.
Quickly define hard and soft edges by adjusting vertex normals rather than relying solely on material smoothing.
It is not a "nice to have" plugin; for professional hard-surface artists and game developers, it is a . By moving from a global Phong algorithm to a manual, vertex-by-vertex control system, you gain the ability to create lighting that is physically impossible to achieve with native tools alone.
You can grab it here: [Link]