Good Morrow
I am currently working on a game in isometric perspective, like a classy dungeon crawler. It is mean´t to run in a browser so the polycount is ought to be fairly low. The texture style is going towards toony/ hand painted. My experience concerning low-poly modelling for an isometric view, and hand painted textures is close to nonexistent. So I was wondering if you can recommend a certain workflow on asset creation for isometric games or for that matter, any sort of advice on low-poly modelling and hand painting textures.
I appreciate any kind of help
Replies
The workflow should be pretty straight forward, model, uv, texture then rig (or before texturing). If you're struggling with hand painting, you could add a high poly into the mix to get a nice AO base. That would mean highpoly, retopo, UV, bake / texture then rig.
im very greatful for your reply