I'm making assets for a first person simulator game with semi-realistic graphics, the assets are mostly furniture and decorations. Making both high poly and low poly versions of each asset drastically increases the amount of work needed. Furniture often just consists of simple shapes and it seems unnecessary to bake normals when I can just bevel edges and add weighted normals, then add details in substance. Is this a valid workflow or does it have any downsides I'm not aware of? The alternative would be to create a detailed lowpoly with good topology, then duplicate it and quickly add subd modifier and some edge loops for a high poly bake, but it's rarely as straight forward as that
Any workflows you'd recommend that prioritizes speed but still has
decent quality? Polycount isn't a big problem as the game will be small.
Sorry if this has been asked before, but google is basically useless and the forum search is janky
Replies
avoiding sculpting and baking will save some time. how much detail and realism you need just depends on your overall art style. choice of your art style is going to be the biggest single factor in how long it takes to make stuff. if you want your couches to be photorealistic that means you need to sit there and work on a single couch for at least a few days. Multiply that time by how many hundreds of random props that you need and your project timeline becomes a year or more with 3/4 of the time making stuff like that.
i wish i could just do stylized stuff with flat colors but it just doesn't suit me. So to make realism work in reasonable time schedule i pretty much rely on getting high quality base assets and then all my artistic effort just goes into tweaking them. Making things on my own from scratch is only for things I absolutely can't get from elsewhere and absolutely have to have.
in summary, if the art style is realism i dont think there is a lot you can do to majorly shave time down just with workflow hacks. no matter what, making a realistic couch or trashcan just involves a lot of careful attention that you can't get around unless you reduce quality or replace realism with some form of stylization.
If you are way off from that speed target I think would just have to look at your modeling techniques to figure out where you can speed it up. Just lots of little things you can do to save time. Moment to moment decision making that just comes from lots of practice. But yeah I wouldnt expect to need to doing much baking at all. Just build the game mesh, texture and that's it.
if you record video of making an asset it will be easy to point out better ways you might do something. That's not workflow level, just stuff like "don't drag that thing around like a moron, use vertex snapping" or similar.
As far as I am concerned I would suggest doing everything as lowpoly with hard edges first, as this allows to :
- put a rough/wip asset in game on day one, and test it in contet
- then you can do base flat colors with temp UVs, and test that in context
- then you can do final UVs and an AO bake, and test that in context
- then you can do final texturing, and test that in context.
And since all the above steps are separate then can be lengthened/shortened depending on schedule and priorities.
Another approach would be to pick a workflow based on how little friction it has. For instance, favoring an approach that lets you do everything in one single software.
And, going beyond all the techniques possible for individual asset creation, there's also the possibility of making all assets from the game use a single material and texture set. Working that way decreases asset creation time tenfold. Not to mention that working on things this way also happens to be extremely satisfying.
Lastly, there's also the question of whether the choice of going for "semi realistic with Substance Painter" is set in stone or not.
On a side note : you haven't shown any representative example of what you are doing (outside of the inspiration/reference) ...