Whats the proper edge flow on “cuts” like this, to look good with smooth shading?
During last days of my game assets workflow learning in between my daily job work i have realised i dont need to learn “how to” and bake high-to-low poly to get smooth curvature map baking result with lowpoly model alone. Only recently i have learned that those smooth/flat settings in blender carry over with exported model. I thought they only affect blender viewport and renders, and everything else is made trough normal maps. Thats fantastic thing to know. However with smooth shading im getting anomalies with this part of geometry.
How should i aproach this? Could someone please point me to some guides dealing with those basics shapes’ proper edge flow? I find all kind of edge flow guides, but cant find anything about things like this one.
Maybe im just to tired like now and my brain cant process simple things, or im just to dumb. Anyhow i have got a huge dose of “revelations” recently related with all these technological things about modeling, baking, importing, exporting, generating procedural textures and unity integration that im turbo-self-learning that i feel like my head is overloaded with to much stuff. I will try again tomorrow to re-do this little “cut” in my model, but in case i wont be able to do it even if i will be less exhausted after work i thought its good to ask the pros.