@pior We're still in the planning stage creating a list of items we need, while also testing out blockouts ingame for the actual functional pieces. Been messing around with different workflows and styles to prepare for the eventual grind. I've definitely considered using a texture atlas but only have experience with…
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…
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…
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…
@Alex_J I'm able to make maybe 4-5 assets per day if I have references ready to go, I'm mostly struggling with how to finish an asset so it looks smooth before texturing. I've tried different methods and right now I just model all the parts, mark seams, vector paint mask areas that are gonna share materials, join them,…
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 +…