Will the smoothing artefact showing on the viewport apear in a backed normal map? If so will an edge split solve the problem and, if it is, do I have to edge split the low poly model too?
Figuring it will be all triangle in the end since I make a model for a video game mod, I dont bothered a lot with topology and now I m wondering if it was an error.
Also I am planning on using Xnormal to do the normal map as I reed good coment on this software somthing in this forum. Is it still better than blender normal backing?
I am far from having finished the high poly model but I figured I start asking question before I pass 3 day doing everything the wrong way. ^^