Hi everyone,
I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like:
1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready)
2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh / sculpting (high-poly) -> topology fixing (low-poly) -> bake (game-ready)
3) CAD-like software (block-out) -> export mesh & tweaking (high-poly) -> manual reducing the polycount (low-poly) -> bake (game-ready)
I heard people say the 1st method is the best, but I feel it's too hard to keep the topology in mind when the model gets more details and it costs too much time. The 2nd one, I've seen many people do it that way on YouTube, but IDK if that's ok for something like a real project. I know for concept, unnoticeable shading issues are ok but for high-poly will be used in baking is that the same?
Btw, is there an industry standard now for game-ready modelling?
Thanks for any advice.
Replies
Shading issues are only issues if they show up in engine, so there's no such thing as an 'unnoticeable shading issue' In my experience, you want to be careful to have a nice clean bake that doesn't require cleanup.
The industry standard is that it looks correct in engine, is within your polycount budget, and doesn't take forever to make. GPUs can eat insane amounts of triangles, but content creation is expensive, so its ultimately a balance between optimization and time.
I saw a lot of tutorial videos, and they said something like try to limit the shading issues in a small area, then that will be unnoticeable.
But most of them are doing concept art or design, so it confused me if it's the same for in-engine assets.
Thanks a lot!