Time is money and honestly, noone cares about some unimportant prop or thats just there to fill up the space, or some generic tile floor so hand sculpting paint chips or dirt on it would be very pointless and waste of time. Also, have you seen Substance Designer and Painter, or the Quixel apps? There are much more time -…
@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…
I want to create a near future sci-fi city environment. I assume walls, side walks, roads, and anything "blocky" won't require a normal map baked from a high res mesh. But what about street lights? Fire hydrants? guard rails? manholes? display kiosks? This may sound like splitting hairs, but doesn't EVERYTHING look better…
You can bake everything if you want to, but you can also keep baking to absolute minimum (close to zero). Take a look at the environments in Alien Isolation or Ruiner for examples. Large modular pieces wouldn't be baked (like you said, walls, roads, etc), but made with higher res geometry (chamfers) and tileable textures -…