Hi,
this doesn't have to be air conditioner it can be all kind of hard surface prop models, this is just as an example of course so lets stick with air conditioner.
So, i would like to know what is the best way to approach game ready props modeling?
how to start?
1. should i do subd modeling or just low poly then texture it in substance painter ?
2. can i go straight ahead with high poly modeling ,chamfering all around what is needed and then texture in substance painter ?
3. is it ok if model is made of multiple parts or to be made of one single piece.
i can see a lot of examples on the internet but dont know what is right and what is wrong way
Replies
What Neox said above is correct, with developments what you learn today may not be relevant tomorrow.
Try each workflow. Do a fast, easy version just using a basic cube and simple textures to figure out the pros and cons of each workflow.
If it seems like too much work just don't be lazy and do it. Won't take that long and you'll learn to work faster. Then write down in notepad what the pro's and con's of each workflow was. If it seems like too many steps and caveats to remember, write down a step by step checklist. Will come in handy later.
In order for you to answer your own question after doing the test though, you have to have an actual goal. There has to be technical and artistic requirements clearly defined, otherwise the answer can only ever be, "it depends." The only universal rule you need to memorize is "be as efficient as possible." Beyond that you have to just develop experience and make judgement calls from that.
If you are hung up, afraid of doing something wrong, stop thinking and just get started right away.
for example:
1 texture set for a wall of the house
1 texture set for air condition
1 texture set for propeller
1 texture set for the holder under conditioner