Design Nomenclature / Digital Model Making

Edge Seam

Also called hard edge, sharp edge, split normal, shading seam

This entry has not been translated yet and is shown in English.

A seam in the model itself: a line where the surface is split so normals do not average across it, giving a hard shading break, or where two panels genuinely meet. It exists in the geometry and shows in the render — unlike a UV seam, which exists only in texture space.

A two-column comparison, set against the axis “which space the cut is in”. Edge seam: in the geometry, so normals split and the shading breaks visibly in the render from any angle, with or without a texture. UV seam: in the layout, where the surface is cut open to lie flat — invisible until a texture crosses it, and then it never blends.

In practice

Hard edge, sharp edge, split normal, shading seam: four names for one thing, and every application picks a different one. It costs duplicated vertices exactly as a UV seam does, which is the practical argument for putting the two in the same place.

Not to be confused with

How this term connects

CreaseNormal BakingSmoothingSubdivision SurfaceSupport LoopUV SeamEdge Seam
Related Confused with