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For creating game assets or models for use in a game, the Turbosmooth or Meshsmooth modifiers are good to use to smooth things out. However, you must use good topology methods to control what they produce. Even so, applying these modifiers to game models and exporting them with no further work is not a good practice. After theses modifiers are applied, the model needs to be converted to Poly or have an edit poly modifier applied to it, as this shows what will ultimately be imported into the game. Even with the most careful topology of the pre-smoothed model, excess or unnecessary polygons will still be created, primarily around flat or nearly flat surfaces. Cleaning up the final polygons with proper application of smoothing groups is more work, but it's required to create a model that looks good in-game while keeping the polycount down.Why is it wrong? you can just do it properly without reaching millions of polygons. I agree with you on the 2x subdiv but 1x is still manageable by AC on most systems. I wouldn't call it wrong, I would say that just 2x everything isn't the way to go for sure.
I also reckon I sounded way too rude on my previous answer in response to the telling tales thing and I'm sorry about that.
I create assets for use in Unreal Engine, as well as 3D models for animation and 3D printing.'
Unreal Engine 5 does change things a bit, especially for terrain models, but most models should still be optimized whenever possible.
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