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Normal map from High-poly workflow

I'm sure many of you have at least seen some of the models people contribute to the Dota 2 and TF2 workshops, as have I. I have a few ideas of my own for items/item sets, and I know my way around Blender enough to make some reasonable enough low-poly models and UV them. However my problem lies in the texturing; specifically getting detail into the textures and masks.
OK, so I need to get some high-detail maps from a high-detail model. In most cases this is simply done by sculpting, but now I face another problem; I can't sculpt.
I've tried, and I keep trying, but for some reason, it hasn't clicked. I just can't seem to get the knack. So here, finally, are my questions to you:
  • What sort of topology should my model have when I import it to (in my case) Mudbox?
  • What should I be practising and how should I practise it?


Before you ask, yes I have a tablet, but its only small. As for what it is that I can't seem to do, I can't seem to get any detail onto the model at relatively low subdivision levels, and things like the knife tool have rather erratic behaviour under my control.

Thanks all.
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