A personal project I was working on over the summer using the classic chamfer-bake method from the first two sets.
I still love this workflow. I think it's completely unexploited in games. The speed factor over traditional highpoly modeling is like an order of magnitude, with no downsides at any viewing distance besides close-up. Until I'm overseeing an art department though, finding a way to apply this in production somewhere is just an exercise for the reader.
The project is on indefinite pause because there's not much of a visual design element I havent already solved, which is what interests me right now.
























