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…
To add to the advice above: Look at a set of assets and see what you can share between them. Your grocery store example has a lot of the same shelves and trim pieces that could be reused.
@pior Hi, thanks for the advice! 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, turn on auto smooth and add weighted normals, then I manually go through and bevel edges until they look smooth before I triangulate and UV…
@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,…
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…