You have to add the cost of texture sampling. It's really for the sake of science as imo the difference should be small. https://forum.unity.com/threads/performance-implications-between-vertex-colors-vs-textures.671698/
You can activate sculptris button . it would just add triangles where necessary on the fly including smoothing or use dynamesh for the whole model . Zremesher is for low/ mid poly shell generation to bake things on.
clicking the user name it seems like an add for that site... so spam and i can see why the necros are happening, and its strange since its not even trying to hide that this is what these things that are on the site are doing.
wip long way to go as he is basically a monchrome orange big cat. will add some more variation on the fur and the tex at some point. i alwayshave some prototype on the go
and also im curious is it normal to not be given finished assets approved by clients to add them on your personal portfolio? i have spoken with leads on this topic they told me portfolio is useless these days. 🤔
I'd use an opaque material with an inverted fresnel effect for the glow, you could use a mask on top of it to add in wires, overlaps, and wrinkles on top of it.
Add a paint layer on top of your stack of normal layers, set its blendmode to passthrough. Add an anchor point to that, and use that inside whatever generators you're using.
And to add to this thread myself, I really enjoyed this thorough breakdown by Jared Sobotta on some of the rocks/cliffs from The Last of Us: https://www.artstation.com/artwork/4965R1