I'm making assets for a first person simulator game with semi-realistic graphics, the assets are mostly furniture and decorations. Making both high poly and low poly versions of each asset drastically increases the amount of work needed. Furniture often just consists of simple shapes and it seems unnecessary to bake…
Hi! I would say for non-hero assets just use lowpoly meshes with good shading (hard edges at steep angles, bevels with face weighted normals) combined with generic trim atlas and tiling textures. Additional variation can be achieved using unique masks, either vertex painted or texture. Yet another way to create variations…
i'd expect to be able to make 10+ assets from start to finish (in game with textures) in a day at a quality like that would be my speed target. i just use typical box modeling techniques, unwrap and texture. Not sure if using normal maps is going to make a big visual difference for a lot of those things. If you are able to…
I'd say the main question is how much time you think is reasonable for an asset to take. If your current approach fits within that and allows you to deliver your project on time, then there's not much reason to stress over it. And, going beyond all the techniques possible for individual asset creation, there's also the…
when i read semi realistic i always kinda shudder, because it is usually not realistic or stylized enough to have appeal, to me personally.but it could of course mean stylized shapes but more realistic on the materials, or lighting side of things i think the key is in finding a style that profits from certain workflows and…
Considering that you are already aware that the high to low process is a drag ending up in unreasonnable time per asset, one thing you could do is to take one design representative of a final asset (not just a "test"), and run it through all the various processes you know of : high to low, dense mediumpoly, hard edges +…