This was supposed to be just a test of alternating my pipeline, including Pixyz Studio to skip the poly remodeling part, but it turned into a somewhat low-effort full-blown project.
Before, my pipeline looked like this:
Plasticity - Double export (highpoly - Zbrush, midpoly - Blender) - UV (Rizom and UVPM) - Baking (Marmoset) - Texturing (Substance Painter). So where does the Pixyz part go? Pixyz is basically a NURBS to poly converter, so it goes in the second step of the pipeline, which allows me to skip (for the most part) the manual remodeling part. Does it work? Yes. Does it work well? No :(
So the problem arises. So far, I was remodeling my assets from scratch using my Plasticity midpoly polygonal export as a 3D reference, but it takes a lot of time, so with this asset, I decided to try Pixyz. I'm really new to this software, so the results were not great, but it's just a fascinating result for my first time tinkering with it!
Another change in my pipeline is the texturing approach. I get it, modern games and gamers really want that oversharpened photorealistic look. My way of making textures now includes tinkering with normals/heights a lot, so there is relief. I also really like the approach of working with particles, they do make the asset look better. Still no Houdini trickery, btw, everything you see is just pure Substance Painter.
So this is how it turned out:
Model: 18.4K tris
Texture sets: 1
Texture size: 4K x 4K
This asset is available for free download. Please scroll down until you find a Sketchfab viewer or use this link:
https://skfb.ly/pKTMs