Hi everyone, I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like: 1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready) 2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh /…
Thank you for the advice! I saw a lot of tutorial videos, and they said something like try to limit the shading issues in a small area, then that will be unnoticeable. But most of them are doing concept art or design, so it confused me if it's the same for in-engine assets.