Yea defiantly for subd but also for the LP before baking maps. Currently if i want hard edges on the LP have to split the mesh with the EdgeSplit modifier which causes seams to show in the normal map. If there was an Edit Poly modifier, i could add extra supporting loops to the LP negating the need (most of the time) for…
One thing to keep in mind about doing normals with the Data Transfer modifier is that it can split your normals where you previously had smooth faces. To counteract this you can set the blend mode of the data transfer modifier to Mix instead of Replace. This will keep normals that were together before together. When the…
@bakamund They main thing you should do differently here is to not apply the modifiers. And additionally evaluate if you can add the bevel with a modifier instead of an operator as well. But these tips pretty much apply to any software. If there might be possible changes in the future, be non-destructive as long as…
Keep triangulate as a modifier and put it before the armature modifier on the stack Edit: also, even in a synced workflow, a normal map that has big gradients is more likely to have noticeable banding/compression artifacts. So it's still a good idea to keep gradients to a minimum if it's not too much trouble.