Quote from SigmaThat's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.
That's a very interesting subject, especially on Source Engine where you want to avoid using Normalmaps as much as you can ![]()
I didn't know that you can edit the normals of your vertices, i'm going to find it out how i can do that on blender (i found this, I think that's the good stuff). I used more the method of adding edgeloops, for example on the steps :
[Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443220822-sans-titre.png][Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443220840-sans-titre.png][Blocked Image: http://image.noelshack.com/fichiers/2015/39/1443221125-sans-titre.png]
And i use sharp edges to define sort of smoothing groups everywhere, i don't let the software choose for me what should be smooth and what shouldn't :
[Blocked Image: http://i.imgur.com/v7goUF8.gif]