@poopipe would you say it's worth the extra time to create the high poly first then and baking it, or should I stick to beveling my low poly assets and tweaking the weighted normals? Any threads you could link about your game? Have tried searching but there's a lot of trash so sift through. I'm the solo 3D artist in my…
I searched too - you're right, there's loads to sift through and I honestly can't remember what I've said where - good luck i guess :D so .. The first thing I'd do is block everything out in basic geometry and put it in the game to make sure you have your scale and geometric detail levels worked out. Doing anything else…
for anything you get close to, faking the information looks shit so just model it in. one reason a lot of VR games look flat and simple is that the the main contributor to player comfort is having a consistent high frame rate at a high resolution - when you're targeting a mobile device like quest with a pre-packaged engine…
Yeah, determining platform (mobile or desktop VR) will be a big factor in how much detail you can push. Also consider how much of your game/scene/experience is dynamic vs. static. It's generally easier to optimize stuff that's static, baked lighting, etc... Things will need to be lightweight if there's a bunch of dynamic,…