But does that ugly triangulation of the n-gon really matter tho? The shape is the same, and I know for this thread (http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map/p1) that support loops can help avoiding waviness in the normal map, but for flat…
There is only 2 things to consider, nothing else: 1. How does it shade w/o a normalmap applied 2. How much overdraw you create. In both cases, D from your ones , or manual 1 or 2 from Pior's example would work the best. These, because you don't have very tiny and long faces - on D of your's you still have some. And because…
Hi guys, I have a question about a topic I know there are a lot of threads about, but after some time of searching I'm still confused about what would be the most optimized form of disposing the topology in a flat surface for a low poly that's not going to be deformed. Most of the discussions I've found treat this only for…