Isn't Houdini? (If you really want to make the big bucks learn that software) EDIT: Nope. Sorry, From the way someone I knew described it sounded as if. (Above still applies)
If you want to do accurate physics simulations, you need software designed for it. https://en.wikipedia.org/wiki/List_of_computer_simulation_software Maya, Max, Houdini, etc, are all designed for art over simulation.
Grab houdini - it's free and you'll be able to to automate all the geometry creation (and probably the final bakes but don't quote me) Are you making terrain type objects or prop type objects?
You can try www.openstreetmap.org to export city layout and building information. I don't know what software you are using, but Houdini has a tool to import those .osm files.
Not sure how this would be done in Houdini, but there should be a way to project your base UVs into your LOD UVs. Otherwise you can just manually make sure that they are lined up.
I remember seeing a ladder pack on the ue4 marketplace that was something along those lines with blueprints, there was recently a fence pack too. Concept also reminds me of tools built in Houdini.
In Houdini I can paint selection and just force this selected polygons to have cusped normals. Or do this procedurally. I think in 3dsmax you could use Edit Normals Modifier.
Hey Polycount :) Here's a little axe of mine made recently, 647 Tris total - PBR Metal/Rough textures at 2048x1024 scale Software used include blender, houdini, substance painter/designer, photoshop, and presentation in Marmoset 4
Hey, Thank you all. I got is sorted with Houdini. I have both programs i tested out in Houdini and then in Maya. but some how i do like Houdini more. Here is my dagger atm: https://tanel.artstation.com/projects/LXKPk Now need to learn more about shader building. I think that is important factor especially when i try to…