From time to time in some assets I see twisted cylinders like these:
And they kept puzzling me - is there a reason for this or it’s just artefact of some triangulation algorithm? Segment / polygon count is same so that discards simple optimization.
Googling “3d rotated cylinder” or “3d twisted cylinder” didn’t provide much answers so I decided to do some experiments and found something very interesting - this twisting of the top by half of segment has big effect on baked normal map:
If you look very closely you will see what twisted cylinder (2) looks more similar to cylinder with double segment count (3) than regular cylinder (1):
When using more complex shape for high poly difference is even more noticeable:
Looking at it in detail it seems what effect is mostly restricted to top half of cylinders:
File: cylinders_half_rotated_tops.blend (150.5 KB)
How to:
Manual triangulation interferes with a quad based selection methods and prevents ring selecting caps so I suggest leaving it until later or using triangulate modifier to not forget about it.
More complex example:
File: cylinders_half_rotated_tops_complex.blend (584.3 KB)
If you know official name for this trick please share it