In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible distortion... but if I harden those edges it looks slick as shit! Ive beveled the edges and it too looks great, but it obviously increased the polycount (ha), sad. Any good opinions on this?
Replies
If you're talking about the final low poly its normally smart to put it all in one smoothing group. Or plan out your UV seams to match your hard edges since whatever engine will probably break the geometry up along UV seams and smoothing boarders. That could lead to a lot of extra verts if you're not careful.
+1
Also remember that (and we all sound like broken records) vert count isn't as important anymore. Put the bevel in there, it's going to have MINIMAL effect on performance.