Spent today primarily finalising a model for implementation in THREE.js. Did some tests on using Edge Crease Weight in Blender to reduce the quantity of edge loops needed for clean edges. This is part of a wider PBR workflow I’m trying to nail down that includes Substance Designer and Painter ready for implementation using THREE.js relatively new Standard/Physical shader model. Edge creases give pretty good results and definitely keep the complexity of a model like this to a more manageable level. Next step is some tedious UV unwrapping followed by some more enjoyable Substance Designer materials.
