In order to prevent artifacts and distortion in normal mapping sharp angled edges, should I bevel the edges, or use smoothing groups? Which is a better method in considering the model will be used for a game? Currently Im modeling a wing with sharp leading and trailing edges, and with soft edges only I get horrible…
Also, note that breaking the smoothing group will result in the same number of verts as beveling that edge, but lacks the highlight-catching awesomeness of a bevel.
Are you talking about the high poly? Whatever looks and bakes the best, wins in that case. If you're talking about the final low poly its normally smart to put it all in one smoothing group. Or plan out your UV seams to match your hard edges since whatever engine will probably break the geometry up along UV seams and…