Decimation Master workflow?
Quote:
Originally Posted by
metalman123456123
I know right, sounds weird. The fact of the matter is characters and environments are different. It can be insanely costly to retopo enviro art when it is not needed. As long as the poly count, runtime object run well and look good, I'll use the decimated mesh. Decimation master is fast and there a lot of times in production where there's a trade off. Is it more important to get it done or to save a few extra polys? Times, coding, and production needs are very different from even five years ago. Personally I think as an industry in particular games, we need to find ways to be faster a cheaper. Once coasts are more then profit it's bad for the workers. Saving time saves money IMO.
Hi david im a fan!
Is it safe to say that for the stalagmite cave rocks you were doing the same workflow you did for "http://www.thegnomonworkshop.com/news/2012/03/environment-sculpting-with-david-lesperance/" where
1. Dynamesh+kitbash rocks
2. Remesh/Decimate in Zbrush
3. Polygon reduction in Softimage
4. UV then Cast normals
You continue to serve as an inspiration woohoo!