Hi BA peeps!
(look to the bold if you don’t want to read my ramblings XD)
Before I ask my questions, let me say I love these forums. Super informative. Also, I’ve been building and practicing my blender modeling/texturing/animation knowledge for about 2 years, and am almost ready to proceed with legit projects, but need a bit more polishing (because I am a perfectionist).
So! Onto the topic at hand. In the real world, virtually nothing is at a 90 degree angle. Everything has a slightly smoothed edge, and in low-poly assets, 90 degree edges are very noticeable, if not downright ugly.
My questions are:
- When modeling low-poly objects, is it better to forego beveled edges altogether, or still add the extra poly count for better appeal? In game assets, for instance, tris - mostly - matter (at least, if you’re not trying to make some next-gen-type game).
- Also - and very important to me - when using normal maps, can you have beveled edges on the high-poly (therefore on the normal map), and not on the low-poly version and still retain the proper mapping? I feel like this would throw the texturing off on the low poly. Similarly, can you do that with a displacement map (because, although I’ve researched and played with disp. maps, I’m still not sure if the poly count is added when applied, or still just simulated, albeit better than a normal map).
- Finally, I’m still not entirely sure how to unwrap with beveled edges. If you bevel an entire cube, for example, you have those triangular corners. Do you unwrap the whole corner, or like, go at a V-shape? I ask because, from what I’ve researched, when creating game assets (specifically? not sure), seams add tris, I think? Or is that only sharps?
I apologize for the multiple questions, but I’d rather not create a crap-ton of new threads for the same type of question.