Smoothing groups or beveled edges?

polycounter lvl 7
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ENODMI polycounter lvl 7
In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible distortion... but if I harden those edges it looks slick as shit! Ive beveled the edges and it too looks great, but it obviously increased the polycount (ha), sad. Any good opinions on this?

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