Oh- not sure. I was talking about the workflow for UDK. But if UE4 has synced normals from XN now, that would surely cut down on the work! Obscura, it's not about the shape, it's about the workflow for getting the normal to read correctly in a game engine. To be fair, I do agree beveling edges can help a lot with normal…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…