I'm modelling a spiky scaled dragon and I'm going to retopo this later. Then it's going to be baked, textured and rendered to look as realistic as possible.
With the retopoing, should I retopo the spike scales as well or can this all be done in displacement maps? Just not sure how detailed/complex the retopo has to be.
Replies
A possibility I would explore, would be just slightly protruding scales so easier to re-topo but possible to stick in separate, instanced "hero" scales. Probably would do some tests before, to evaluate the option (does it save time?, possible to hit quality target?). But I'm lazy
Good luck!
(it should probably be in the same ratio as the high). Then it's, as above, a testing process to see what works best to achieve the goal... it'll probably be a combo of trad normal mapped geometry with carefully placed "quad" scales. It's not going to be trivial for sure.