Well I learned something new today. I thought high poly models took preference over the use of procedural generated ones in AAA production. I had been developing an environment that was 95% hand sculpted, and the other 5% were procedurally driven. I'll look into changing this in the future.
@JordanN Well let's take your environment as an example. 95% hand-sculpted. A lot of assets that need to be individually sculpted, high/low created, baked, and I assume you're texturing them all uniquely? Destructive workflow. Locked into your bakes. Pain in the arse to resculpt/rebake. That's a lot of work and a LOT of…