Hi, I have a question on what you think of this, I've played around with using decimation in zbrush to make low poly meshes and for some shapes it seems to work really well, Is there any good reason to not use it in game for shapes that are forgiving when it comes to topology? It sometimes feels like I'm cheating but it saves a bunch if time and as long as the mesh doesn't deform I cant really find a reason not to use it. And yes, I know the uv's are harder to get right with these meshes but the time you spend extra on this I find is less than what you would spend on making a proper topology I find.
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Zremesh, as you've discovered, will not do nearly as good a job as Decimation, especially for hard-surface, unless you spend some time assigning polygroups to retain harsh silhouette changes/corners/90 degree angles/etc.
These tools tend to fall down on mechanical/hard surface objects or if you want to start hitting very low tri-counts but as said above - if the result is fit for purpose then go for it.