I have a workflow question. I am working on a scene with a lot of low level assets. Mostly boxes, crates, mirrors, picture frames, etc.
The assets are different enough that I cannot build them modularly. I have talked to several folks and they say where they work there is not enough time to make a high poly and retopoligize for most assets, excepting "hero" assets.
Typically I make a high poly in Maya / zbrush and bake in substance. I have had very little success putting my low poly into the high slot in substance, but not enough to make me happy with the results.
What is the best workflow to get a solid curvature / normal bake if I do not have the time to make a high poly and re topologize?
If the answer is to use low poly in high poly slot what needs to be done in addition to this to get a quality bake?
Thanks!
-tb
Replies
http://polycount.com/discussion/182209/face-weighted-vertex-normals-vid-tut-for-beginners