There are two ways to create UVs for such highpoly assets. One is to uv your basemesh. If you dont have a basemesh create a autoretopo. Do the uvs there and transfer them.
Thats smaller than expected. But i have more concerns about the data created during the modeling process. If you have a version control system like perforce you need a giant storage. Or dont save to the network. We figure it out soon.
It looks like it will work best for rocks and landscape meshes, or scans where everything is tir Content creators make their dime off of creating attention-grabbing videos. It's not that it's impossible, or that they're faking it. It's that they're doing something a developer wouldn't/couldn't do in a real development…
Yes, I understand and I do think the technology is cool and the results are amazing BUT I don't like what it represents. What is the future for 3D artists then? Are we going to spin around a model 100 times and take pictures and then do a lot of grunt work to make it game-ready? One of the reasons I started working in…