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…
@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…