Game Model: Hard surface, Highpoly Technique

I seem to be under the impression that objects have to be pulled and modeled from the same mesh (No idea why I got that into my head.) so I’ve started using floating geometry(?) While it does seem like a good method to creating high poly models, and it’s helping me a lot with edge control, I wonder if this is the best approach, since my intention is to bake normal and AO maps from the object onto its low poly counter part. Picture time:


Thats how I’m dealing with it at the moment. I’m just splitting the surfaces away (Y Key,) adding in my control loops and then just moving it back slightly behind its original position. So, am I doing it wrong and my thinking is off? Will I run into problems with the UV mapping and baking? Or is this a good approach?

Scott

Nothing is wrong with that. Keep on going.