Is this a bad practice to do?
Basically like lod's but baked down from say 300k to a 100k new version?
BUT using the would've been lowpoly mesh, 300k, to the new 100k final version & NOT baking the highpoly to new version. Why not? say i couldn't separate the model but the high is separated objects.
Another reason not to do it would be:
Time and it is just faster to rebake already baked maps down to a new mesh, or lod.
Is this how its basically done?
I can see only 1 issue before doing it, which is possible blurring in the textures,(without testing it, when it comes to correct processes or investigations to issues or errors.). If its useful i came up with it by doing things, if this is done already by some great, I've never heard about it until i did it.
Could some sort of up-scaling & or sharpening sort of fix the blurriness?
I know about not wanting to add things to the normals cause of "warping" or oddities.
I've never done, lod's so i have to assume its new mesh rebake like you did the finer, cleaner, detailed mesh and going down from that but doing the entire rebaking process.
(I've done this before (baked on baked) in 3dsmax, took some time to figure it out, but was fine with the results, others might think otherwise about it, or see things or know things that i do not or have not thought of, which is the point of the thread)
I can not see wiki cause its on 80/http, 80 is not allowed here, only https.
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All that said, 300K triangles for a character mesh isn't an issue these days (at least on PC/PS5/XBSX , it's a different story if targeting Switch / mobile hardware).