High polygon knife

By Michael Wood
High polygon knife I have just been working on. Practice to create high density mesh with all the details in order to bake a normal map and apply to lower poly (realtime friendly) version of the same model.

Notice how each edge catches light, this is using high density sub-division modeling in order to create realistic edges and shapes. This process is where polycount doesn't really matter as this is only used to bake a normal map containing the high detail information, this will be thrown on a MUCH more obtimized lower polygon mesh, but will still obtain those smooth corners and details.

 

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