Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .
Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.
Technical VFX artist Victor A. has presented a material he was working on for graduation project at Supinfogame. The artist was inspired by the the 2016 GDC talk by DICE about Star Wars: Battlefront about blending meshes into the landscape. He was also inspired by Polycount user Olmo, who has recently presented something similar. Our readers might have read about this magic here in a post about Olmo’s work.
The project features two materials, one with displacement to create a smooth curve on connection edges and one without.
You can get this material for free here.
The author asks you not to forget to have ‘Generate Mesh Distance Fields’ in your project setting enabled and also uncheck “Affect Distance Field” on Static Mesh to make things work.