Just want to commiserate a bit about the limitations of game engine rendering. The workflow for making assets is just grating (retopo, baking). You can't model details individually, especially with vegetation. Real highpoly quality is impossible. I'm so done with this crap.
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I'm not sure what the alternative is tbh.
It's not like you don't have to retopo, bake and worry about being efficient when working on film or TV projects.
Also for hard surface, there's the face weighted normals workflow which requires no retopology or baking (outside of any decals you don't already have).
And of course there's the upcoming UE5 which will support high density meshs via its Nanite system.
you're a douchebag
We've all been there. It sucks constantly hitting walls, until, well, it doesn't (at least for a little while). Keep at it, it's worth the effort.
In my opinion the real key to success is to simply get comfortable with failure. Even after more than 20 years of doing CG, that's still a constant for me... learning, failing, and learning from those failures. It's a forever process. If you're not failing, you're not learning, I believe.
Anyhow I hope that helps. This is also a great read in the same ballpark: Motivation is Bull
Thats tough man. Ive managed 20 ish years in the biz and never failed at anything 😁
If you're working on assets for use in actual games in production, realtime methods are still a requirement. Raytraced or not. It has to render at interactive speeds, period. And usually it has to do so across a range of hardware, so LODs.
If you're working on a portfolio piece, don't worry so much about realtime constraints. Visual quality is king! If you want a job in games, it certainly helps to incorporate some realtime production methods. Like reasonable texture sizes, trim sheets, screenshots from a realtime engine, etc. But visual quality is still paramount.
My 2 cents.
Its in public beta.
https://www.artstation.com/artwork/KaXZdG
I'm going to tell you that you haven't, and you just flat out don't know enough.
I don't mean you don't know the right tool, or you haven't discovered the right workflow, I mean that I'm assuming from your post that you are not a technical artist or rendering engineer, and that you don't know the ins and outs what is actually possible with a games engine. To put it another way, if I gave you a graphics programmer, a tools developer and a technical artist, and set them to work assisting you, do you think you could achieve whatever it is you are looking to do?
Is the limitation realtime rendering, or you. Your time. Your resources. Your knowledge.
There is a lot of things that can only really be accomplished with a multi-skilled team working together. It's bit of a bitter truth, in games, and working smartly around the limitations of what you can do alone is a soft skill to pick up.