No the only two factors you've got to keep in mind here is modelling with quads (to allow the engine to look for edgeloops) and mark seems (just as in uv layouting) to allow the render to break loops there. Afaik the trick is it will work out beziers then which will not only smooth the models lighting but will remove any…
The problem is that infinite smoothing isn't making the assets better it's just making them rounder, what do you want an ubersmooth always round silhouette for? Walk on a characters face and see no edges? Normally a developer should know what his characters are made for and therefore create the asset, if you never see the…
MoP - there are two ways to increase graphical quality on game models (apart from good craftmansship): a) Increase number of polygons until number of edges limits infinite (pytagoral approximation of the circle) b) Develop such Algorithms that will create mathematical functions (Beziers) for given points (Function defined…
Also, it's worth thinking about how this would work on something like one of the giant monsters or mutants from a game like Doom3 for example - those things are not smooth curves separated by sharp edges, in fact it'd be a nightmare (pun unintended) to try and model something like a Doom3 demon zombie creature using these…