so i'm doing some environmental modeling, and decided to do a shinto style shrine (hakurei shrine, anyone?). Naturally, one of the biggest features of japanese architechture is the gorgeous sloping roofs, with overlapping clay tiles. After many trials and errors involving various methods like extraction + extrusions, retopologizing with quad draw, and several roof variations, this is the design i've come up with.
Now, the problem then becomes that I got *so* caught up in my work, I kinda forgot the rest of the texturing pipeline like an idiot and my original tiles are relatively high poly, though in all fairness, even if I had started with a lower poly mesh, I would run into the reverse of this problem in needing to make a high poly off the low. My question is, how would you go about making a low poly version and normal map of this roof and tile set? The tiles are all identical, but have been bent with deformers so they aren't *exactly* the same. I don't suppose there's some like "select all instances of this item and set as references of this one" kind of deal, to where i could just use one tile as a sort of reference for the rest of them? If it winds up being that i have to go through each and every individual tile to low poly it, so be it, but I would really like to see if there's some other solution before i start down that road.
full imgur album link :
https://imgur.com/a/n0H36Thanks
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