Hey, thanks for the kind words!
When you say you make your “Game Res” model are you retopo-ing by hand or just using decimation master?
Depends! If I’m doing stuff manually and just want a quick preview (or if it’s for stuff like rocks), I’ll decimate for a game res. If it’s organic (and/or I’ve kept good polygroups or can create them quickly) I’ll give ZRemesher a whirl. I haven’t gotten results as good as some of the ZRemesher masters here on the forums, but I still give it a shot every time. But, when I get right down to it, if I want a final game res, I usually get out my trusty ol’ ZSpheres and start retopologizing. If you’re a topology brush wizard you can give that a shot as well, I myself am not.
For the automated process, it’s similar to decimation master as well, although we’re iterating on how that works, fine tuning as we go to get better and better auto-game meshes.
Are you making UV’s by hand or using UV master for this process
This depends too-- if I just need some quick UVs, UV master is killer. But, just like the final game res, I (being the control freak I am), usually end up in Headus for my final UV layout stuff. For the automated process, it’s actually more of an auto UV solution right now, but just like the auto game res stuff, it’s a work in progress; I’ll quote myself from another forum here:
A smart auto UV solution is definitely a huge part of that holy grail (of this year anyway)…there may be some interesting solutions involving non destructive subd boolean topology and making good UV decisions based on that kind of topology, mixed with UVs based on angle thresholds…and maybe integrating the UVMaster algorithm and or attraction based on AO…
Somebody or some group way super smarter than me will figure it out. Right now we’re inching forward on the iteration part of better UV decisions made by the robots, but it’s not there yet, right now UVs are automated, but they’re not ship quality–we can iterate on the models and materials, but eventually during production someone will have to go in there and make the “real” UVs. Have to start somewhere I guess!!
hope that helps!