No, it's a separate issue. Long thin triangles can create uneven shading because the vertex normals aren't being interpolated very well. Baked normal maps rely heavily on well-formed vertex normals. We have some info here about modeling for baking:
Long thin triangles are also bad for performance. More info here (if you open the fragmentbuffer article, and then do a search for thin with a space after it, you'll find the info about performance in the third instance of thin .
I've worked with a lot of artists and tech artists who want to do more to improve framerate, but don't have a good enough understanding of the technical aspects of GPUs and optimization. I wrote this article to help them and anyone else who wants to get a basic understanding of how GPUs work, what affects performance, and what can be done to improve framerate when it comes to art content. Questions, comments etc. welcome!
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No, it's a separate issue. Long thin triangles can create uneven shading because the vertex normals aren't being interpolated very well. Baked normal maps rely heavily on well-formed vertex normals. We have some info here about modeling for baking:
Normal Map Modeling - polycount
http://wiki.polycount.com/wiki/Normal_Map_ModelingLong thin triangles are also bad for performance. More info here (if you open the fragmentbuffer article, and then do a search for thin with a space after it, you'll find the info about performance in the third instance of thin .
GPU Performance for Game Artists
Thank you for answers.