Hello,
This is my first character using sculpt/multires.
I started to work with a mirror modifier, then added muiltires without applying the mirror modifier.
I guess this is a mistake if now I want to rig it and to keep my multires levels.
And as far as I know, it’s impossible to rig with a mirror modifier.
You cannot assign sensible Vertex Groups with Mirror Modifier as thos selected for the Left side will also be selected for the right.
You also can’t do much applying (of anything) while you have Multires active. The easy way out is to collapse you multires to the lowest level, apply it, then remove the Mirror Modifier. In Object mode snap your Cursor to the Object Center (which should be on the centerline between your old mirrored halves), and set your pivit to Cursor with Period-Key. Tab into Edit mode, select all verts and make a Shft-D copy, then without moving the mouse type S(cale), X (axis) and -1 to flip it one unit along the minus axis, Enter, and Remove Doubles.
Remove Doubles might not work so well if the Multires Subsurf was too extreme in which case you can delete all verts along the centerline of both halves, select the remaining, closest loops, hit F >> Skin >> Loops.
Thanks,
I’m looking for a way to avoid loosing my HiRes model. So I baked the normal map of the HiRes model and then tried to apply it on my low-res model (applying the texture on the "normal " channel), but I have a very strange result at the end.
Is it the right way to do it ?
Yes, theoretically. You may want to look at Melody or some other Normal Map Generator, or use R G and B Lamps in Blender and Bake that as a UVImage that you can then use as a Normal (Tangent) map. There’s an example in one of the Release Notes and this: http://wiki.blender.org/index.php/Manual/Bump_and_Normal_Maps