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by TrevorJ
3688 days ago
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There's a lot of optimization that needs done for realtime. For any given asset you may have a pipeline like so: Sculpt hi rez model in Z brush > create low rez model and retopologize (can be a very manual process) > UV unwrap and bake the high rez details down to Normal maps for the low rez mesh > Use DDO or Substance painter to create custom textures for diffuse, metalness, etc > Rig model (if you are animating it) Then export to the engine. Rinse and repeat based on major art changes. |
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