If you go for Unity and Biomes, as you wrote in your article, please do support Vegetation Studio Pro. Your work is awesome, can't wait to see it on the store.
Great breakdown of the process and optimization, thanks for sharing.
This article just not only provides great tools for level design. It's also useful vocabulary to express ideas with our team. https://xbeasts.blogspot.com/2018/12/Remove-Wall-Decals.html
CG Cookie Blender has recently shared an intro to modeling and baking for games. The guide focuses on bit depth and how compression affects normal maps.
While working on my course about baking normal maps in Blender, I came across one type of artifact that stumped me up until last week. This artifact looks like what should be a flat surface is shattered into little glitchy shards.
The first clue to the problem is that I can hardly see the artifacts in Blender, but they are extremely obvious in Unity. That means that the issue has to be with how the maps are being exported or imported. I’ll save you the detective work though, and cut straight to the chase:
Bit depth and compression play a huge role in how your normal maps look in any game or render engine.
You can find the full course here.