Hi folks, just wanted to request some feedback on the construction of this low-poly model and my choices for smoothing groups. It doesn't look quite right, so please let me know if you see anything wrong in the following two sshots:
The low-poly is meant to be used in UDK. I have modeled a high-poly version for baking the normal and ambient occlusion maps.
Image 1: Is the way I have laid out my faces (where the edges are cut) okay?
![lowpoly2.th.jpg](http://img31.imageshack.us/img31/7633/lowpoly2.th.jpg)
Image 2: The smoothing groups are enumerated by numbers/arrows. Note the chamfered edges, each of which have been given the smoothing groups of the faces they are adjacent to. Is this a correct approach? I was told to keep the same smoothing group on all polys except where I want a distinct change. The normalmap will make everything look right.
![lowpoly.th.jpg](http://img694.imageshack.us/img694/5480/lowpoly.th.jpg)
I chamfered the edges because there are no perfectly sharp edges in the real world - at least not on wood paneling.
Edit: Here is a section of the high poly using a different technique than pictured above:
![lowpoly3.th.jpg](http://img217.imageshack.us/img217/7563/lowpoly3.th.jpg)
Replies
Thanks for the reply! I'll keep that in mind next time.