About Face and Vertex Normals
How face and vertex normals work in Asset Transformer Studio meshes
Read time 1 minuteLast updated 24 days ago

When talking about meshes in Asset Transformer Studio (be it mesh generation using Tessellation, or mesh optimization with Decimation for example), it is important to understand how a mesh is built.
Basically, a mesh is made of a collection of polygons (triangles, quadrangles, n-gons…), delimited by edges and vertices.
A closed polygon defines a face, which can be facing in one direction or the other. The face normal defines its direction.
A closed polygon has vertices at each corner, and each vertex has its own normal. The vertex normal defines how virtual light will bounce off the mesh, defining a smoothing for the underlying mesh.
The normals of the vertices are attributes of the mesh.
Additionally to normals, a mesh can have other attributes like UVs, tangents, binormals, etc. that define how it will behave when rendered in a 3D application.
Please have a look at the following pages to learn more about meshes and mesh attributes:
- Anatomy of a Mesh in Unity documentation
- Introduction to normal maps in Unity documentation
- Polygon Mesh on Wikipedia