I'm having a hard time understanding how to work in PBR. Do I need to sculpt all of my geometry in high poly and then create low poly mesh's to bake to? It just seems like so much work for simple assets. Ideally I want to be able to create my models in 3dsmax at the desired poly count and then paint all the information I…
To answer the title: no. Normal maps add a certain quality to your models, but PBR isn't a standard of quality, it's a set of rules about materials/shaders, the idea being to not "fake" things anymore, but rather adhere to some physical rules from the real world. To a certain degree anyway. Substance painter may use the…
This is all makes sense, but I'm still confused about the workflow for game assets. I mean to populate a scene it would take an incredibly long time to go through this process for all of them. What's the industry standard? Is the idea that you would take some of the bigger more complex models through HP to LP workflow? Or…