hard surface. rn i use zbrush and its decimation master. its lovely.
are normal maps recommended for vr games?
ive read to only use parallax for details bigger than 5mm. normal maps only for details who are 5mm wide at most, cause in vr u can easily detect normal maps and u get artefacts with normal maps.
what is the current fastest workflow for making vr assets? i can also use expensive software.
edit: simplygon is free.
Replies
Heavily depends what platforms you are developing for. If its PC VR, then sure why not use tons geometry for soft edges, parallax for big details, and normal maps for high frequency. But if you're developing for anything mobile like Quest - expect extreme limitations, especially with geometry. Normal maps will have to do most of the heavy lifting, despite it being VR and noticeable upclose for scrutiny etc.