How do you make door handles without screwing up smooth shading? As you can see in the above images, when I create polygons that are completely flush with the polygon around them it creates issues with the smooth shading. --- Post updated --- I have found that I can minimise the effect quite heavily to the point where it is almost non existent by reducing the amount that I am relying on smooth shading. Adding in the line highlighted in red made the surface appear "flatter" to smooth shading and reduced the weirdness adding in the handle caused. However if anyone knows of a better way to deal with this sort of thing, feel free to respond --- Post updated --- Reopened the issue because the result still doesn't look great (Cause you can see the square polygons around the non square door handle)
Easiest fix I can see for that is just add a little more geometry, 2 more loops for the bottom corners of the indent and a control loop towards the outer edge can give you a much better final look. Something like this, just decrease the distance between geometry for a sharper look and vise versa. When making the control loop you should just slide it out almost to line up with the outer edge, depending on how smooth you want it, then scale it in a little. It should almost line up in distance with the outer edge. Next add an edge split to the outer edge loop. That should look much smoother than just a sharp edge, while not causing problems with shading This is how I usually do it with any cars I work on, depending on the distance and angle it will give a really nice appearance without using too many polygons. In game it should look something like this (this has a more subtle edge but its still much better than totally sharp) Hope this helps