Hey everyone! At the start of the new year I wanted to dedicate time to working on a large-scale project. I decided that I would take the workflow from Cold Iron we have developed and try to apply it to a Next-Gen asset. Next-Gen in this case for me would be anything Xbox Scorpio+ (excluding PS4Pro, X1, PS4).
I wanted to try to get a glimpse of how assets may be crafted going forward. So I set a few design principles for my workflow of the future.
1. Almost zero baked normal maps and/or high poly. Making the model twice via the high poly is easily one of the most time consuming extraneous aspects of current game art. So fuck doing that shit anymore and I will just be throwing tris/verts at the model. I may still bake normals for some fidly bits, but only to a small degree.
2. To realize
#1, we MUST use custom normals. Maya 2016+ does custom normals to a 90% quality level by default. But at Cold Iron we have developed simple tools to make applying custom normals easy and jumps the quality level to the max.
3. To realize
#1 we must also use Mesh decals/deferred decals everywhere. We are using mesh decals on every thing at Cold Iron, so I want to iterate on and improve how we make and use decal sheets.
4. Advance materials inside of Unreal Engine 4 are a necessity. Complex blends, advanced shader fx per material, vertex based placement of materials, POM/Tessellation for necessary materials.
5. No visible triangles. No real triangle limit, but I will keep it below 200k verts.
Substance Designer Tire WIP

Start of detailing rear end WIP

Quick Blockout of Vehicle and Materials along with a simple photography dome.

Replies
There isn't any translucency response yet, which I would like to get in there.
It seems like you touched on this in point 4 but I'm not sure I understand what 'vertex based placement' means, does that mean procedurally placed or manually (like painting vertex colors)? Or some mix of the two?
So, with custom normals, we generally bevel a TON. So if I find it necessary, I can get a completely useable curvature map from my low poly model.
If I didn't want to do that, and the model had the bevels to support it, you can easily vert paint details in and modulate the vert painting with a mask to generate any wear/tear you want.
Right now, I am going for show room quality of materials here, but as I get further I'm kicking around the idea of doing a 'lived in' version to show off some of these techniques.
With all that said, texturing now becomes much different. Instead of spending most of our time outside of the engine in a 3D package and a painting package, we are now spending most of the time in engine using the complex materials and vert tools. The beauty of this, is that it does allow us to proceduralize and iterate to a MUCH higher degree then previously possible.
(view the images in a new tab to see the them all high res and shit)
This is how we've been making gun components in Gunstruction. Heavy lifting with bevels, SGs and decal sheets. No baking whatsoever. With severe time limits, it's the only way. Weird to see this method encroaching on more traditional ones. and its a little spooky that high poly modeling is beginning to be less important.
Games have been doing this for a while now, Racing games in particular have been eschewing the high-low bake and just throw verts at the problem. But now that we have deferred decals, custom normal tools, in engine vertex painting, and shader/vert headroom, we can start making the assets that we traditionally baked.
And you asking that question has now made me need to prove out the workflow, so I'll for sure be making a 'lived in/dirty' version after I complete the showroom version.
Threw the dirt and Jeep together in Unreal Engine 4 and whipped together a quick vertex dirt blend on the tires for funzies. This is the start of iteration and creation of the final scene. I figured I could bounce between the jeep and the scene as I lose focus.