It depends only on how much risk you can bare. If your work is not perfect you are replaceable . If it takes too much time you are too expensive. It's never a simple question. No risk no successes . You will never do anything but low paid job. Too much self confidence without actually perfect result and it's silly looking…
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…
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 +…
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…
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.
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…