![]() Why bother doing a "AAA game style" retopo, baking and texturing pass if it is not really required ? (of course you probably have very good reasons for it, but I thought I'd ask.)Īlso in this specific case maybe the resources could be shifted towards establishing strict guidelines for the CAD models themselves, so that they could be used directly in your Unity project with no need for bruteforce optimisation and no need for retopo either. To be fair, this past workflow you are describing (taking CAD models, optimizing them and texturing them with simple procedurals) seems quite robust to begin with.
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