Hey guys, in your opinion, what is better: Beveling edges directly or baking a high poly with beveled edges onto the low poly? I'm trying to figure out what would be better also from an optimization point of view, but also visually. Apparently, one bevel is the same as splitting the uv s for normal baking, at the same time with baking you could make it look similar to multiple bevels. But then, what if you want to use tileable textures? With some objectswouldn't that be a bit of a pain combined with normal baking (if that's even possible)?
It also comes down to the budgets and requirements of your game and system (mobile etc.) Having LODs and UVing beveled meshes can be a tedious process. If you do bake high res AND use tileable textures, the UVs will just be split along a seam along one of the beveled edges, most likely the edge that has the lowest visibility towards the player. Most of the time for current spec environment pieces, all large corners/edges are beveled and the normal map is only used for micro details and decals.
I am trying to get somewhere on the line of realism / photorealism, i've actually seen that god of war uses trim sheets as well now that i think about it, so that should be fine :-? Thanks a lot for the resources btw! I might actually use this for my project!
How do you combine trims and tiling textures btw? Right now I use Unity HDRP, they have a layered material option but I don't know how good that'd be for optimization.
Oh, and another question: If let's say, i have a lot of ornaments for different objects, would you use trim textures, or decals? Or maybe something else?