Let’s say you were creating a door asset for a game and you sculpted it. If you decimated it afterwards and managed to texture it just fine, would that be considered acceptable or would it be better to create a low poly version of the door with quads/tris?
I wonder this because things that aren’t going to be deformed due to animation such as a door, props, etc don’t seem to have much benefit in going the extra mile for quad retopology vs simply decimating it.
Replies
In production you are not the last person who has to work with the model and textures you produce - handing over a shitty triangulated mess to a rigger, material artist or shader author is a crime worthy of capital punishment (maybe)
So. Bad
Except rocks, that's usually ok
https://polycount.com/discussion/236540/best-practices-when-creating-assets-specifically-for-nanite#latest