Modeling · Intermediate
Smoothing group
A set of faces that shade as one smooth surface, with hard edges where sets meet
Also called Hard and soft edges, Sharp edges
What is a smoothing group?
A smoothing group is a set of faces that the renderer shades as one continuous, smooth surface. Where two groups meet, the shading breaks and you see a hard edge. It changes only how light falls across the faces, so a low-poly model can look rounded without extra geometry.
Think of it like this
It is like folding a sheet of paper. Soft-shaded areas are the gentle curves in the sheet; a group border is a crisp crease.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Create: Building the shape: modeling, sculpting, scanning or generating it.
How a smoothing group works
- 01You assign faces to a smoothing group, or mark the edges that should stay sharp.
- 02Inside a group, vertex normals are averaged so the shading blends smoothly.
- 03At group borders, normals split, so the shading changes abruptly.
- 04The shape stays the same; only the lighting across it changes.
Smoothing group vs subdivision surface
| Property | Smoothing group | Subdivision surface |
|---|---|---|
| Adds geometry | No | Yes, many more faces |
| Changes the outline | No, the edge stays faceted | Yes, the shape rounds off |
| Cost | Almost free | Heavier mesh, slower viewport |
| Typical use | Game models and hard-surface props | Smooth hero models and close-ups |
Use smoothing groups to fix shading on light models; use subdivision when the silhouette itself needs to be rounder.
Where a smoothing group is used
- Keeping crisp edges on low-poly game props
- Getting clean normal map bakes
- Moving models between apps without shading glitches
Beginner tip
Mark hard edges along the borders of your UV islands. Splitting the shading and the UVs in the same places gives cleaner normal map bakes.
Terms related to a smoothing group
- ModelingSurface normalThe invisible arrow that says which way a surface faces
- Software basicsSmooth shadingMaking faceted models look rounded by blending light across faces
- Texturing & materialsNormal mapA texture that fakes small bumps and dents without adding geometry
- Texturing & materialsBakingSaving slow detail or lighting into a texture so it never has to be recalculated
- ModelingLow-polyA model with few faces, built for speed or for a simple faceted look
- ModelingHard-surface modelingModeling rigid, manufactured objects with crisp edges and clean panels
Smoothing group FAQ
Updated October 29, 2026 · Browse all 3D terms