So I'm working on some modular pieces for the unreal marketplace,
and trying to figure out what would be the most useful method to use to
get soft edges on the models (non-unique textures), as they both has
it's advantages but I would like to get some input about it.
I
made an example below, 1 is with edge loops and 2 is with simple bevel
and adjusted normals, the results are pretty much the same, apart maybe
from the corners.
The
edge loops method has it advantage that it's easy to add to models and
to remove again, and you can easy make changes to model, however it does
increase the polycount a lot, in example 108 triangles.
On
the other hand the normals one results in less polygon, however does
make it more an effort to get it working, and if changing something, you
need to redo some normals as well, so extra work there. But the
polycount is only 44. And these two examples are pretty simple.
I'm
leaning towards edge loops currently (after writing this down), as it
does make it easier to do changes without messing up normals, smoothing
or UVs too much, however I'm worried about the increased polycount. Any
input/experience about this, what you maybe find is most beneficial for downloaders?
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