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…
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 +…
@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,…
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…
the best use of time is to pay a little money for somebody else's time. i.e. buy some models somebody else made. if you have to do a little work to make everything consistent with your art style that is still usually a lot faster than making everything from scratch avoiding sculpting and baking will save some time. how…