There is that popular technique nowadays when you chamfer game asset along with weighted normals applied. (I think games like Alien Isolation, Star Citizen and Cyberpunk are using it)
I love the concept behind it and results look amazing but there is one thing missing that nobody is talking about. I’ve seen few mentions here and there but so far I didn’t find good solution to that problem.
Let me try to explain
You abut to unwrap your mid/low poly asset. Your modifiers stack still contains Bevel Modifier, Weighted Normals and preferably Triangulation Modifier with keep normals option turned on.
You mark your seams along sharp edges, it’s pretty straight forward, standard procedure that we all love to do Then you unwrap your model, pack your islands and you’re ready to export. Unfortunately on export or after applying Bevel Modifier (with 1 segment chamfer) your geo will change. Some stretching and overlapping is introduced to your UV islands and that’ll cause shading and texturing issues, at least around your seams. Even if it’s not that noticeable you’ll be left with messy UVs, which I think looks unprofessional on your portfolio.
You might of course try to mark seams and unwrap your model after applying chamfer but that will increase complexity of the task and is very time consuming.
So what’s the right approach, how pros are dealing with it? I guess when it comes to pipelines in big studios they’ll assign someone to do unwrapping manually after applying bevel but I doubt that since time is money. I don’t know, maybe they use cheap outsourcing labour/custom tools and algorithms to do it? How abut, let’s say your personal/portfolio piece? Will you spend extra time to unwrap after bevelling or use different technique, like baking bevels on sharp edge whether from high poly or trim sheet? I love the look of midpoly weighted chamfers but unwrapping it afterwards is an nightmare.
Any help with that will be much appreciated