You need low poly model for video games . As well as for animation too . The one hi res surface could be baked as normal map or displacement . It's not only games related actually . Nobody animates anything made of millions of polys . You can use any retopology tool if you don't like Zremesher. Blender,3d max or MAya too…
It depends how photorealistic you want it to be .. if you want to really push it I dont think photosourcing the textures is the right way to go due to it being a fuzzy cloth material
Hello community I wanted to share with you this Teemo Target Dummy, made in hand painted, inspired by League. I hope you like it! https://www.artstation.com/artwork/obayOz Cheers!!
You cawirrexx said: Are you trying to bake this or model it? Here is a 3D model approach thats quadrilateral with retaining loops And here is a deferred decal approach
If you look at the example Nanite meshes that come in Epic made projects like the Valley of the Ancient they're not raw 1GB meshes. So the idea that using Nanite means you never reduce the polycount on meshes or do any kind of optimization isn't something that's practical. Even for non-realtime rendered projects (eg: film)…
For a turret prop for games 6 or 7 UDIMs sounds like way too many. This depends on the resolution of each UDIM of course, but as @Joopson mentions throwing more resolution/UDIMs at it is probably not a reasonable way to solve it. In production, you will have a resolution limit that you will need to stay at/under, so making…
Hello Maxime, I see you are interested in full time work. Do you speak English? We're staffing up. Are you familiar with Unity? Really great stuff btw. Hit me up here or on Artstation.