I understand that game assets in most cases require a high poly and a low poly to create good normal maps. I am able to create good "main props," that would need a high poly model, but I'm now attempting to learn environment design and I realize now that this scale of complexity makes high poly modelling seem way too time consuming to achieve a decent result. I don't see a purpose of using a high poly model if I simply have a wall or a floor, however what if the wall is somewhat complex and caves in?
Essentially I'm asking what makes the creator decide upon using a high poly model and what methods are used instead of high poly modelling?
Replies
Likewise, something like Substance Painter could be used to create a normal map for a prop if you just need to quickly stencil on some details.
Whether you choose to make a HP model to bake to a LP or to use some other method is really dependent on a lot of factors. What specifically you are making, how good it needs to look, how close the player will be to it, how much time do you have to spend on it, lots of different things can affect how you choose to create textures for assets.
We dont do that at InXile as well.