Plus, essentially when generating hard surface assets, fine detail that presents a challenge too model 'in-situe' can typically be resolved by using 'floaters' (floating geometry) which you'll likely run into at some point working on this gun.
@pior Sorry, I should have clarified: baking down floaters(and designs/patterns/tiling details/text) is destructive and a potentially stymied choice in the pipeline. Nothing to say kitbashing them to the high for approval or even temp autounwrap and quick detail pass in Painter isn't more efficient and non-destructive.
On " floaters are old-school" : For the sake of not spreading misinformation I'll have to be the naysayer here. Regardless of how cool Painter is, by its very nature it is still something that happens at the very end of the pipe (texturing). Therefore if a production relies on strict approval steps (for instance :…
Well, I'd still disagree. A studio can have some very good reasons to want to lock everything down at the highpoly stage with final floaters - even for things like tiling trims and 3d text. Again, that's not saying that Painter isn't great - it's just there are too many production scenarios out there to make such a broad…