I would be super interested in knowing how teams already working towards a UE5 project are handling 3D modelling workflows now?
We do it this way:
Split objects into small parts. For example, a medieval table consists of many wooden planks.
Model each plank with ~ 2mil tris in Zbrush. Give it a basic unwrap with UV Master.
Decimate (keep UVs) it in ZBrush to like 100k tris. We have a slightly stylized art style, so 100k tris is enough to keep all details.
Then build the table in a separate ZBrush scene out of the planks. 2-5Mil tris, depending on model complexity.
Do UV Layout in Maya (very slow) or Rizom UV (faster and better).
Texture the model in Substance Painter, on a good PC it can handle up to ~5 Mil tris well.
How would you further improve this workflow?
I mean we can’t be the only ones working on a UE5 project now already in UE4, right, right?
Obviously this only applies to static meshes, as skeletal meshes still have the usual polycounts in UE5, as Nanite doesn’t support them.