Hi everyone, so I've been working on this scene lately where the concept itself is very boxy...squares, rectangles, you name it. I wanted to give the silhouettes a bit more roundness with a simple bevel/chamfer. Here's a high poly prop in the scene, lots of boxes.
Questions is, what's your approach when unwrapping beveled cubes shapes? I'll start with a simple cube as an example.
So I could simply place UV seams on every hard edge like shown here. Simple enough but a bit ridged and I'll have more UV shells.
From what I understand I could also shade smooth and place my seams wherever but deal with harsher normal gradients. Please correct me if I'm wrong but I'm thinking this is good for organic meshes but not so much for hard surface.
If I add a 1 segment bevel to the cube, I can't split my islands equally.
Following the UV split on every hard edge rule, this feels like I'll have a lot of UV islands, including the corners. I could shade smooth and again have the normal map gradients or put a weighted normal modifier on there. Problem is my UV islands/textures won't be evenly split, not sure if that's going to be problematic later on or not.
Now I could add a 2 segment bevel and just split down the middle
This is not shaded smooth but with a weighted normal modifier applied. I wouldn't need a normal map to smooth the edges, just for additional flat detail.
My question is what would you do if your looking to just round the silhouette a bit? Should I be shading smooth the entire model OR auto smooth (smoothing groups) with weighted normal?
I'm looking to make my models a bit more rounded with more geometry. I appreciate any feedback as always, thanks.