This table was created with a goal to implement inside game engine. Thus, it required the game art workflow which included
1. Creating both high poly model and low poly model.
2. UV unwrap and check texel density. As it’s a game model, the UV unwrap was unique than usual 3D model and the texel density was emphasized more on camera viewer side. That is why the bottom, top and back side of this table has lower texel density to make rooms for other parts to produce clearer texture for them i.e. drawer pulls or curvature of legs.
3. Bake the texture from high poly to low poly model. Baking can provide curvature to sharp edges of low poly as well as transfer high poly imperfections to low poly through height map and normal.
4. Hand paint details like dust and other imperfections.
As this is a static non-deforming mesh, the degine curves were kept non-square to reduce the polygon. Before importing to game engine, it was triangulated and the ploy count was:
Tries: 5686
Vertex: 2891
Upon testing in unreal engine, the model's shader did not produce any artifact and the result was satisfactory.