hey, really cool project, awesome to see the learning process just adding on to what michael has said, a few tips to make modeling go a little easier: you only need edges to define the silhouette. It can help to use flat shading in the viewport so that the only thing you can see is the silhouette. Orbit around the model…
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)…
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.
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