In this video, I share with you my workflow to create game assets in Blender and the following aspects:
- Balance between poly count and texture usage
- Bake from high poly to low poly
- Bake masks
- Bake PBR textures
- Create a procedural mossy stone texture
- Modeling a small rock formation
- Shrinkwrap modifier to improve high to low poly baking
In the video, I used Grungit, Material Nodes addon, EEVEE Production Suite, Blocker, UV Packmaster, Tissue, Asset Manager, and Quad Remesher. But, you can use any other addon or build-in Blender tools.
TIMESTAMPS
00:00 Intro 01:00 High Poly vs. Low Poly 01:25 How low poly should we go 03:00 Modeling a small rock formation 04:00 Remesh high poly to low poly 06:30 UV Unwrap Low Poly mesh 08:00 Prepare the mossy rock shader 08:24 Bake Normal map - High to low poly 14:45 Why baking masks? 16:12 Baking masks 24:00 Baking curvature 27:00 Moss and Stone Shader 28:33 Using Masks to mix the shaders 53:00 Baking procedural textures to PBR 56:00 Make a thumbnail and save it in Asset Manager