so are you going to bake normal maps or just use bevels and keep it slightly higher res. just curious reallymaybe just add/bake floaters on top of a mid res base?I supppose Unreal can handle a lot of polys these days, but still best to optimise stuff
Hey Ruz! Yeah its going to be a combination of baked and mid poly weight shading. I view it this way, for the higher detailed stuff classic baking workflow would be best, as you can capture more details and the workflow is more forgiving than mid poly weight shading. Any extreme detailing ie. (modelling you wouldn't want…
First test lighting in unreal 5 with Lumen ( although love the outcome overall, it is most certainly not game ready.) It is very taxing. and then here is GPU Lightmass, (a lot of pieces in the environment do not have their final lowpoly's added yet, so there is artifacting in a lot of areas. But mainly getting these locked…