Baking normal maps

Hey, I’m trying to create a very detailed character, meaning lots of subdivisions/multires lvls. The problem is that my blender crashes before I get to the level of detail I want. Therefore, would it be possible to split the mesh in half, sculpt half the body in high resolution, normal map it to the low resolution model half, then do the same with the other half of the body, and eventually put the two halves of the low resolution model back together?

I know that in order to normal map the detail from a high res model to a low res model, they need to have the same amount of vertices, so would reconnecting the two halves of the low poly model at the end break something?

I hope all of that made sense… :spin:

What is the LOD that you are trying to use? You don’t really need astronomical values of subdivision to get good results. And no, they don’t need the same number of verticies. That’s the difference of low poly and high poly or low rez and high rez. If you are baking onto a surface with the same amount of verticies you are going a bit too far, and there would be no reason for baking. The whole point of baking is to apply a surface rendered from a high poly object onto a low poly object to reduce memory overhead. If both objects have the same number of veticies, there would be no reason to bake anything since the amount of data to process would be the same.

What I do is sculpt the high rez leaving the modifier active, duplicating the high rez and then reduce the multires to something lower, but maintaining the contours and then freezing that so I can bake to it. The whole point in the operation is to bake the high poly model surface to the low poly surface to “fake” the appearance and save the memory and calculation of a lot of verticies.

Yeah sorry I misspoke, I didn’t mean they needed the same number of vertices. I just thought that the high poly model has to be a subdivided mesh of the low poly model, so that the geometry is the same, but i might be thinking of something else when I say that. Either way, I’m gonna try splitting my mesh and sculpting only half of it at a time to see if I can get the detail level I want. Thanks!!