Hig poly or Lopoly workflow?
Hi everyone,
i'm i trouble with a motorcycle model, and i woul like to know the correct workflow according to the final use. The final use of my model is just for visualization and not for games.
I know that the correct workflow it should be the baking of the higpoly mesh in to the lowpoly mesh and is what i triyed t o do in this case, but when i apply a subdivision to smooth the mesh for a rendere, in Blender Cycles, it shows me weird artifacts:

I'm clearly doing something wrong, and i suppose that my mistake is that this workflow is more fore game assets and not for visualization. I suppose that i must siply unwrap and texture managable hig poly mesh and work with it.
I wait for your suggestions. Thanks in advance to everyone.
