This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually. How would you do LODs with those support loops ? Aren't hard /split edges and normal maps been invented to fix all this and editing vertex normals is a way to fix unwanted shading gradients on…
"This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually." I disagree, because in terms of modeling a subdivided hard surface high poly object/shape, their use is an established technique whether game oriented or not and that images in the very first post…
Usually this is about models that will be baked onto low poly. But no one says it has to be gamedev. People might be making production models too. About workflows part: Every workflow has it's advantages, the sub-d *we are doing* is a non-destructive workflow which is different from traditional workflow which you hear…