# Custom Normals 2: "Cylinder" Face

Shading the face cylindrically is slightly more advanced but still a simple and lazy process.

Select your head/face mesh and open the right-side panel (press N). Under the **Abnormal** tab, there is a drop down selector that should show a list of your mesh's vertex groups. Select the "Custom Normals" vertex group we created earlier.

Start Abnormal with the **"Start Normal Editor"** button. Every vertex should already be selected, and you'll see long pink lines in every direction representing the directions of the normals.

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Select **"Sphereize Normals"** and then "**Confirm Sphereize"** to apply. The normals of the face will appear spherical. Under **"Flatten Normals on Axis", press just the Z button**. **"Confirm Changes"** under the "Finish Modal" panel. The shading of the face now already appears cylindrical, but we should refine it further.

Select the "Custom Normals" vertex group you created and **make a copy of it**. In Weight Painting mode, enable **"Paint Mask"** and select everything again. Use the **Weights -&gt; Levels** tool with a gain value of 0.5 to halve the influence of the copied vertex group.

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Back in Object Mode, open the Abnormal panel again and use the drop down to select your copied Custom Normals group. Enter Abnormal and **under "Flatten Normals on Axis", press the X button**. With our copied vertex group, this only half-influences the selected normals, flattening them out on the X axis only a little bit.

The shading of the face now has the appearance of a larger cylinder with a larger surface.

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