Hi!
Sorry if the thread title is too general, but I have a few problems, that shouldn't be that difficult (well, for me they are XD)
I made a deer skull in Zbrush and retopologized it on the blender. As I thought the horns were the most problematic. The first question is simple, but I couldn't find answer anywhere.
What's the workflow for the things like deer horns, which are pointed on the end? You can't avoid tris there. I made a loop cut on the end of each horn, but I am not sure if this is the right thing to do in gamedev workflow. (the loop is selected on the screen)
The second question is about Cycles itself. I noticed that the engine have problems with low poly model that has a normal map plugged in. When I put the same low poly models with normal maps on the other engines (Unreal engine, Eevee) I don't see any artifacts. Using multires on Cycles make the problem gone, but I don't if this is cheating when you want to be a 3d artist in gamedev :P Screenshot below shows the difference. Just tell me if my way of thinking is wrong.
Eevee first, the second is Cycles of course.
Maybe the problem lies on my retopology? Of course I will handle every kind of criticism
Also:
Should I square this UV in gamedev workflow? I heard that color grid mapping is important, but not stretched UV is even more imortant :P
Replies
About the normal map, I suspect you're using a -Y one. Blender uses +Y. Flip the Y channel; the fastest way is to invert the Green in a RGB Curves node.
I wouldn't worry too much about using cycles to render your lowpoly as it is intended as a game mesh. That's just personal though.