I 've been using blender for a short times now and started to get more involved with regards to modelling. I understand that a good way of producing a low poly character is to apply normal mapped detail. (this is for games mainly) I’m starting to understand the process but was wondering what way is best. Do I create the low poly first, then duplicate it and work on the mesh detail so I can then bake the detail (normal map) for the low poly. Or do I create the hi-poly and work backwards? If I do that, what is the process? The Low to hi seems the easiest but I don’t know. Any help would be appreciated.
Both can be done…
If you are competent at low poly modeling, then starting there and duplicating–>>sculpt detail is an effective method. Once that is done, you can bake normals – selective to active (see here: http://www.youtube.com/watch?v=KOHXb76ABrk)
generally though, many people like to start off by sculpting – disregarding polycount and topology so one can focus solely on shape and detail. Once done, the high poly mesh can be retopo’d to a low poly mesh, and the normals baked as before:
see here: http://cgcookie.com/blender/2010/08/30/retopology-and-normal/
Thats great thanks. Yeah the topology was a concern. If I retopology, is that not rebuilding the model but low poly? If I’m wrong, sorry. Still learning…
Thanks again. I’ll watch the tuts and get a better idea…
Yes, retopo is making a lower-poly mesh that has the same basic shape as a high-poly mesh.