This is somewhat related to my tangent smoothing angle question which I now don’t think is what the problem is, so let me elaborate a bit. Basically I am procedurally generating a hex-sphere but it doesn’t look smooth when it has six times the amount of vertices as the unity primitives sphere which looks far smoother. There is a screenshot below. My sphere starts as a cube then every vertex of the cube is normalized then set a specific distance (the radius of the sphere) from the center of it, in order to “spherize” it. My question is how can I get my sphere to look smooth like the unity primitives one?
[21547-comparison.|21547]
EDIT: Okay so one thing I tried was not recalculating normals when I did this and my result was smooth but the lighting was messed up - maybe I should also mention that my sphere is made out of six different planes initially arranged as a cube. The six faces of the sphere seem to be under different lighting conditions. Screenshot below.