I’m currently working on my first test game. I want a work a game from beginning to end to get the feel for it. I’m designing for VR. I have a degree in animation, have done some modeling in the past, and even built some simple games when I was a teenager. So, I do have a basic tool set, albeit mostly rusty, that puts me slightly above beginner.
The reality has set in at just how time consuming asset building can be. I know I need to stick with a simple and stylized approach if I plan to build entire environments in a reasonable amount of time. Luckily, with the great lighting in UE4, I think you can achieve some really nice looking scenes with simple designs. That’s my strategy moving forward.
I’m looking for opinions on the material stage of design. This is where I have the littlest experience. I know that intricate high poly meshes are out of the question. (For two reasons - the time drain, but I’m also not convinced that complex normal maps look very convincing in VR - downright ugly sometimes). My focus will be on fairly simple low-poly design that I can get textured out fairly quickly.
I’ve played with dDO and am thinking of making the purchase. While it produces more complex/busy diffuses than I am imagining, I like how you can get some nice spec and roughness maps that will help define surfaces. (Augmented with a toned-downed version of the diffuse maps, selectively placed). Now, here are some random questions on the design/workflow I’d be happy with any input in:
Would it be a good idea to create simple normal maps for little details like rounded corners, etc? Is it fairly easy to create a high-poly from a low-poly without having to retopologize the original mesh?
Can I get nice results in dDo without a normal map?
In UE4, is it necessary to bring in a AO texture (baked out in modo, enhanced in dDo) for a static item - or will the engine’s lighting make achieve the same result.
What is the quickest way to get a simple material bake in MODO that I can use in dDo?
As far as UV mapping is concerned, is it best to have each poly separated in an atlas projection for the lightmap layer? What gives you the best UE4 bakes?
I’ll sure a million other questions will arise I start working, but am just looking for some advice as I’m getting started. For those of you creating a fully-realized project as a single person or small team, what have you done to simplify the asset creation process?