In this video, I demonstrate an efficient workflow for creating custom 3D game assets using a combination of high-poly baking and a vertex colour masking approach.
This process results in a fully optimized in-game model that:
– Requires only 1 draw call
– Uses just 3 packed texture maps
– Supports an arbitrary number of materials
– Preserves high-resolution details with a low triangle count
Also valid for Unity, just hook up the materials differently at the end.
**NOTE** 11:08: This artifact was actually caused by bad geometry on the low poly, for a hero asset you might have to do better than just throwing on a decimate modifier.
Thanks to Blender Vitals for the object model workflow!
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