This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Each vertex can have one normal per face that it is connected to. Normals determine how the shading at a particular vertex behaves. A vertex with one normal is smooth on all connected faces. When you start splitting the normals on the vertex, you get hard edges. Just look at the vertex normals on a cube and on a cylinder, and you will how that works.
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