This workflow uses XNormal to bake normal maps which produces much higher quality shading than previous workflows. The Normal map workflow used in the past will still work, but if you want
higher quality shading, this is currently the best workflow to use. It also allows you to use
much less supporting geometry since you do not have to fight incorrect shading.
You can use this method one of two ways. One is to give your model a single Smoothing Group. This will create a very gradient heavy Normal Map but few seams on UV edges. The other method is to break Smoothing Groups along UV seams. This will create a flatter Normal Map but has some seams on UV edges.