Checked out some leaked artwork from Doom 4 today - - and am wondering what the work flow would be with artwork like this.
Some times they look like the highpoly assets, other times it looks like the baked version of the art.
Either way - whats the workflow here? How would they (or you) create artwork like this and get it down to render mesh specifications?
In my head it would make more sense to bake out the items individually (container, barrel(s), etc. but it looks like it was sculpted as one object (sludge build up on the barrels).
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weird how it looks so low res, it does look like 3dcoat voxelstuff
I imagine having nice asset management extension to working 3d app. Grab a barrel, grab container, merge, sculpt, decimate, bake and send it to engine. You still need to give proper attention to this kind of asset if you choose to do it conventionally in engine - move around/assemble meshes together, break them up with texture/shader variations, make decals, blend shaders, various debris pieces e.t.c and still not be able to tie them together like that, so I don't think this technique is too wasteful if you have proper tools/workflow.
When I first saw this shot I actually thought it looked like 3D Scan data. 3DCoat seems like it would make sense though.
It would drastically reduce part/object count, since everything can be merged into one object. Load times would be higher though and level starts, having to load up all the textures at once, since they are part of the same file, no matter weather they are close to the player or not.
Megatexturing has it's pros and cons.