Guys why long thin triangles create shading and baking errors ? Is this related to Overdraw?
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 .
Thank you for answers.