Breaking PBR Rule #1: Edit the Normals, Not the Geometry
In a standard PBR workflow, the geometry dictates where the shadow falls. If you have a weird bump on the cheek, you get a weird shadow on t... ...he cheek.
But look at games like Guilty Gear or Genshin Impact. The lighting is always perfect, no matter the angle. How? They don't trust the geometry. They edit the Normals.
The Technique: Instead of letting the physics engine calculate the angle of the light, you manually rotate the vertex normals of the face to be perfectly smooth (often copying them from a sphere).
You are essentially lying to the render engine. You are telling it: "I know this is a nose, but treat it like a sphere."
The Lesson: Don't let topology dictate your art. If the shadow looks bad, don't move the light. Move the normal.
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