http://student.gamemaker.nu/~patlil030/projects/ninjapirate.htm This is a prime example of how an indie game can be purely awesome. Great fun, awesome visuals, and it's made in GameMaker.
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"…
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