This is a 3D model of milwaukee m18 impact wrench created for both vfx and a real time in forms of subd high poly and game ready low poly
The pipeline for the creation of this asset is a bit unconventional. It starts with the creation of a subdivision high-poly model. However, instead of just creating the high-poly model, it was also UV mapped and textured. Then, the low-poly model was created from the subdivided mesh with hard edges. The low-poly asset was then UV mapped, as required, for clean baking with hard edges and smoothing groups. After that, textures from the high-poly were baked onto the low-poly, along with all the necessary normal information.
The benefit of this pipeline is that you get two different assets: one can be used for close-up offline renders, and the other can be used as a game asset in a real-time environment. The UV mapping for the high-poly differs from the low-poly. I unwrapped the high-poly with as few seams as possible to simplify the texturing process. The UV for the low-poly needs to meet certain requirements for a clean bake, so it requires more seams and cuts, which can be visible when texturing. However, that’s not an issue in this pipeline because the low-poly textures are baked from the high-poly.
The main disadvantage of this workflow is that it is very time-consuming.
Model info
High poly model - 159k tris zero subd, 636k tris 1 level of subdivision
5 UDIMs
4k, PNG 8bits sRGB textures 16 bit Normals, 32f bit EXR Height
Low poly - 57k tris
5 texture sets
4k, PNG 8bits sRGB textures