sorry for not answering I did a (long) pause and we were waiting for Blender 2.8.
paddywwoof: you can uncheck the texture baking, generate your LoD0, fix the vertices then use Selected to Active, it will still generate your LoDs. The new version will have button directly available to not bake the textures.
The shrinkwarp alone won’t fix the vertex overlapping and if we perform a slight smooth before the vertices won’t be aligned on the peaks, I mean if the model has spikes the low poly vertices won’t be aligned to the tipping points and the normal map will look weird (+ we will need to expand the cage even more). Sometimes when you smooth the high poly where you had overlapping vertices on your low poly the decimation fixes it.
n3mes1s: by Static meshes I mean the decimation only keeps your high poly details, it won’t generate edge loops for a rigging and deformations. So if you make characters it is better to make them statues. But you can still try in Mixamo to auto-rig a game character generated with the addon the result could be good enough for a small game jam project.
With hard surface model you can’t decimate too much but it will remove the model triangle on flat surfaces automatically.
You can uncheck all the texture baking options.
For the new addon I am thinking of an uber shader that the addon adds on the high poly. The user will have access to sliders to adjust the amount of Pointiness, AO, Top Lighting, Vertical Gradient and tweak the ColorRamp. The Inverted AO node will be used to add relief and SSS effects. We can include presets of ColorRamp like Grayscale for a base paint but also, rock, metal, etc. It won’t support the metallic and roughness because the node setup will be connected to an emissive node for quick preview and backing.
This means that a single texture will be baked for the Albedo, no compositing and ID Masks will be needed the workflow faster.
In Cycles render mode he will see what the texture looks like in the High Poly, be able to tweak it and once he clicks Generate, he will see the low poly in Eevee with the textures plugged in the Principled shader. He will have the possibility to automatically export the game asset and textures each time the generate game asset is clicked. This will allow to edit the high poly, generate the low poly and textures and see it automatically updated in Eevee and Godot (or other game engine).
The new GUI (still WIP):