I was wondering if there's a way to only virtually rotate a face so it gets its light from a different angle, yet the geometry stays the same (like a normal map, but manually face per face) So in essence - rotate a face's normal (which kind of conflicts with the meaning of "normal")

It's a low poly style where I want to have some shading like in a bump map, only it's very low poly and I'd like to design it face per face.

So f.e. - I have a face along an edge where I know its "virtual" angle is slightly more upwards (like bevelling an edge) - but the geometry regarding that face and the ones connected to it did not change.

Especially a problem in a corner where some of those faces would meet and if rotated in geometry intersect and would have to have additional faces that also have additionally different shades due to the geometry.

Cheers and thanks a lot!