I know that quads are better, but this is faster than hand retopology? This is part of a piece that I plan on using in my portfolio so I want to ask if it will be an acceptable thing to show in my portfolio. (Texture is not final).
Using extra geo around the ends of boards like this to have extra detail captured in the silhouette is good and normal, but having random spots of denser geo on flat parts in the middle of boards isn't ideal. What's really bad are the long skinny tris for quad overdraw. If it's a background asset, don't worry too much, but if it's a focal point, could clean it up.
the mid board detail would usually handle with a normal map so no need for the extra geometry as above save the geometry for the silhouette. I would probablye even handle the between board grooves with a normal map for an in game asset though if the budget allowed might run a v along it's length. Also If in doubt don't show the wireframe in your portfolio ;)
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Using extra geo around the ends of boards like this to have extra detail captured in the silhouette is good and normal, but having random spots of denser geo on flat parts in the middle of boards isn't ideal. What's really bad are the long skinny tris for quad overdraw. If it's a background asset, don't worry too much, but if it's a focal point, could clean it up.
the mid board detail would usually handle with a normal map so no need for the extra geometry as above save the geometry for the silhouette. I would probablye even handle the between board grooves with a normal map for an in game asset though if the budget allowed might run a v along it's length. Also If in doubt don't show the wireframe in your portfolio ;)