I was blown away by the Asset Processor used by Embark and I wanted to see if I could re-create some of it on my own. Embark has their custom Houdini Engine for Blender and they used Substance for texture baking, I decided to go with Maya and Marmoset as that's what I had available
This Houdini Digital Asset takes a low poly mesh as an input:
This completely removes the tedious process of manually creating high poly meshes, saving days or even weeks of work
It's fully functional, though could still use some improvements (variable edge roundness, variable texel per UV island, performance with large meshes)
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