Hi Jonathan, thanks for the reply!
What I meant by separating normal and mesh at designing stage is, ex:
1. I draw a concept art of a scifi box
2. I separate my design to 2 parts:
- mesh, which is mainly a cube with bevel
- details, which should be achieved by normal map. Since I don’t want to bake normal in blender nor make a high poly mesh for my box (which I think could save me a lot of time by simply drawing a normal map in Substance Painter)
3. Export the mesh with normal map and metallic/smoothness map to Unity
May be I can draw AO in Substance as well?
This idea came from another CGCookie course about “creating assets for a tower defense game”. In practice blender didn’t even allow me to align my brush (line) to the grid which made my life quite miserable 🙁
After all I’m learning to become an indie game developer and want to convert my design from concept art to game ready assets as fast as possible. So I hope to figure out how to pipe-lining everything in most efficient way. Thanks!