
Face Normals should point outward to avoid an backface culling errors at render time
There are two methods in Maya to check for backfaces
Changing a face’s normal direction is a one step process
Edge normals define the softness or crispness of geometry as it transitions from one face to another in the same mesh.
Here’s an example showing problematic edge normals and corrected edge normals

Here’s an example when a hard edge has soft normals and must be fixed



