If you're using Reality Capture for photogrammetry, avoid using the DNG Picture format phones typically default to for RAW. It'll only use an internal lower resolution jpeg embedded in the DNG file, and not an actual high resolution RAW photo.
Well I think that when people mention CAD in this context, it's pretty much always about the benefit of being able to add/cut in details without worrying about meshing. So in that regard the OP is on the right track (as indeed these workflows *can* be very useful). @Bozurk I'd say simply focus on being as efficient as…
In what application do you want to render? As far I know in several applications the default materials already have a detail textures input, at least I remember seeing inputs in standard Unity material, Mamorset material and there is a detail texture material function in Unreals material editor too.
I would use weighted normals if low poly has beveled edges, though not familiar with blender. Maybe it does that by default. In any case, dig those links sacboi provided. Dealing with normal baking without it would be a harder ride than you expect.
Few things I'd like to add. Epic themselves generally suggest using AO textures for small cavities and letting SSAO/SSGI/Lumen/DFAO do their jobs. AO being baked into textures isn't necessarily a bad thing, it can simulate dirt and grime even if you're getting AO elsewhere. Often times with textures you got albedo and…
Hey man, good stuff. I think your character is coming along nicely. I'll preface by saying i'm not a character modeller. Things I noticed that can help push the final render, mostly by comparing with your quality benchmark piece here https://www.artstation.com/artwork/KekQgW presentation: I'd pay more attention to the…