As a programmer i would like to know, what steps you have most in common to do, to create the final optimized 3d model for a game and what steps you think are stupid or you wish you must not do because it would increase your work progress dramatically.
1. 2d Sketch(es) / your own imagination of the model
2. Do the model work
2.a Decimize the polygon count of a high-poly model?
2.b directly model in low poly
3. Do texturing
3.1 Bake textures?
(There are missing steps i dont know about? Please add!)
As example:
Without a polygon count limit (low poly) requirement it would be much easier.
I am interested in your user opinions, because i am working on a custom asset exporter in blender for my engine.
Replies
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Model basemesh/highpoly and then import it to Zbrush/Mudbox to add details or sculpt on it
2. Make lowpoly by either modifying highpoly mesh or retopologizing it to create low poly
3. Unwrap UVs
4. Bake maps
5. Texturing
I'd like to see a similar smoother transition for animation, unlike with normals where they just differ, passing around rigged assets can get messed up along the way going through different programs, mostly mesh normals, matIDs etc. Drives me mad, altho I just blame the animation team :P