Thanks Obsidiaguy! Yah, to get good results it can become a bit involved, but even without knowing too much, or with too much equipment, you can still get decent results. The first picture on the page of the skull was done on a cell phone camera. After you get your model and texture from PhotoScan, there’s still a lot of work to get it game ready. You have to clean it up in ZBrush, then generate a low poly model to use in-game. Then I created a normal map in xNormal from the high poly and low poly models. The thing I didn’t do yet that needs to be done is redoing the UVs. PhotoScan creates horrible UV maps.
The leg bone is around 7.5k, which is probably too high for such a small asset. I was thinking it might be nice to include a fairly high poly version of the leg though, in case someone wanted to use it as a FPS weapon? Here’s a question I haven’t seen good answers for: what’s a reasonable poly count for assets like these (decorative, fairly small)? Keep in mind that I’m not targeting mobile.