I have a couple of small things I want to check regarding Smoothing Groups. I'm guessing
I'm correct about this, but just want to check.
For something low poly, where no baking/Normal map is needed (only a Diffuse and Roughness map), should a mesh still have Smoothing Groups added before it's taken into Unreal? And related to that - if you are free to use Smoothing Groups to highlight sharper/angled surfaces, rather than the whole thing being faceted, does it matter too much how they're assigned? What I mean is - I have a simple cushion mesh that's just a rectangle. I did cut it up into 3 UV islands - left and right sides and a ring of faces running through the middle. So because of the three separate UVs, and that the mesh has 90 degree angles, does it not matter if a different Smoothing Group is not added? Initially, I just gave the entire mesh a single Smoothing Group, or set it to Soften in Maya, as I figured, means it's a cushion, it should be softer/rounder. Though it does mean it has weird/darker surfaces like this: