Even in such cases it doesn't prevent you from having perfect shading without any visible pinching by just editing , transferring vertex normals. Nobody used sub-d topology on static meshes in games before. Only on characters. Now it looks like a must for some uncertain reason. Here is an example how with totally "bad"…
15. Preparing for Bake - Projection Cages Creating cages for you low-poly mesh is an optional stage, but it can yield excellent results. The purpose of a cage is to encompass the borders of your high-poly mesh so that your baking program will capture as much detail as possible without baking artefacts. When using xNormal…
Thanks for the advice, I'll be brightening the lighting. I wanted to use vertex blending on the walls, but the floor is BSP. Is vertex blending possible on BSP?