I've struggled with this problem for a long time and tend to receive different answers. When you are modeling something, how do you decide when to bevel an edge versus baking a bevel into a normal map? Currently I tend to bevel when it is a primary edge on a medium to large object, and leave the rest for baking. However sometimes in engine, depending on the lighting (specifically dark areas), the rounded edges don't come through in the normal map as strongly as they do in lighted areas, and it makes the asset look weaker. What is everyone else's thoughts on this?
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Some artists like David Lesperance don't use NM at all for capturing silhouette details like edges. Plus with VR gaining popularity and polycount always on the rise NMs for edge detailing aren't as important as they once were, imo.
- Is the edge creating a hard angle in the silhouette under typical game view conditions? If yes we have a reason to bevel.
- Do we have triangles to spare that we don't need on more significant features? If yes then proceed.
Personally, I've found the best approach is not to bugger around with normals and stick to hard edges at uv seams - apart from anything else smoothing information is easily lost when assets are passed around a team.
WRT the original question... Just look at it in game. If it needs more geometry, put some in.