UPDATE!!!!!!!!!!!!!!: marmoset now has bevel shader that you can bake as well, so you can use sheet intersection from here with it as well.
Are you a 3d artist working for indie/AA looking to dramatically speed up game ready production?
Are you a 3d artist working for AAA looking to get a couple of nice tricks up your sleeve to cut corners and speed things up a bit?
Or are you a concept artist looking to show off your model online on sketchfab or to step up your texture game?
We are going to start with a cad 3d concept with sharp corners, and we are going to get a model in substance painter with all the texture maps baked ready for texturing.
Software: Plasticity > Blender > Substance Painter
100% surface optimization with few clicks using weird sheet union/intersect boolean approaches.
High poly with nice bevels in couple of minutes without zbrush.
This tutorial has: 1.detailed explanation of our methods 2.realtime process with a simple model (narrated, with the file attached) 3. timelapse of the process with a complex model (narrated).
This tutorial DOES NOT have: initial modeling of the concepts. substance painter texturing process (it has a bit to simply show that its ready for texturing)
NOTE: currently plasticity-blender bridge used in one example is in beta and so its only working with the studio version. while soon it will be in indie version as well, and its not really an essential part of the process, you can use whatever you want, built in exporter, moi, pixyz. its just that the blender bridge both gives one of the best best export results and is very convenient.
Huge thanks to
https://www.artstation.com/heemcg
https://www.artstation.com/kenprol
https://www.artstation.com/ohle
Release Notes
its 2.99$ now, and free on youtube.