Despite the possible fixes, it's best not to worry about minor shading issues like this early on in the modeling process. Usually these little things are not at all noticeable in the materialized surface, and totally not worth the effort to fix at this point. Complete the texturing and import into your renderer and apply…
Game engines work with triangles not quads/polys and automatically convert a quad mesh when it's imported, explained properly in Chad's link above (again look at any games mesh like the one I shared), you generally want quads for subdiv modelling and I guess some editing tools work better (blenders loop cut CTRL + R only…
Thanks Tea! I finally finished up this little pillar break down. Now let me pre-phrase this breakdown and say that this might not have been the best way of creating this asset. I learned some valuable lessons on this one. If I were to do this asset again I would make some adjustments. Figure 1-C was the biggest problem. Im…
Option A - Model low poly mesh - UV it - Paint textures onto it, adjusting geometry/UVs as necessary Option B - Model/sculpt high poly mesh - Retopo - UV - Bake some textures (I'd bake a normal/ao/concavity/convexity plus whatever else you want and some matcaps) to the low poly - Paint over baked textures using them as a…