Hello I am making a gun for my game, but it's impossible to perforate holes in a cylinder, without destroying the shading, so I have to make It High poly. But the polycount is too high, and I'm getting to think if I retopologize it for a low-poly with weird faces for the perforated ovals. Does baking it in Substance painter remove the Weird shading? Im using blender to model it, and bake it in Substance painter from High Poly to Low Poly with the weird faces. My English isn't so good but I hope you guys get what Im saying when the shading of the faces look triangulated and angled ridiculously
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Replies
Option B: holes are done via geometry (like in your pic). The amount of polys is directly bound to the amount of roundness you want to achieve
In any case the shading should probably not be an issue except you do something else wrong. How about posting a pic of this very weird weirdness you are talking about?
Because the pic you posted is probably showing the good highpoly you are talking about.
Ideally, you want your LP to have as minimal shading issues as possible, and not rely on a bake to solve it.