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…
@Alex_Jw Hey! Thanks for taking the time to answer. We're just going for a semi-realistic vibe, not archviz quality. This asset pack is pretty close to what we're aiming for https://assetstore.unity.com/packages/3d/props/grocery-store-furniture-pack-vol-1-238689 Any advice for a workflow that could achieve these results in…
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…
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…
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…