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What steps are required for a 3d artist to make a finished game asset?

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

  • SuperFranky
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    SuperFranky polycounter lvl 10
    1. Make highpoly entirely in modeling application
    or
    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
  • Mask_Salesman
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    Mask_Salesman polycounter lvl 13
    Well there's alot of faff between your modelling app, normal baking app and your game engine. Normals differ within each so don't port accurately. Altho tools like 'Handplane' act like a middleman converting them for you for more accurate results. Plus I hear UE4 has worked specifically with the most commonly used baking app xNormal for a smoother transition.

    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
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