Usually I make the lowpoly mesh to however I want it to be, then add loops and whatnot to it so that I can turn on SubDs for smoothing. This is giving me some errors that prevents me from baking though, but I don't know why, so... how do you generate your high poly meshes for normal mapping?
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It depends on how I want the model to work - is the model a free sculpt where I build the LRmesh afterwards, or am I constrained to reusing pre modelled, prerigged models.
I'm unsure what errors would prevent you from baking though?
I use modo exclusively now. I really can't stand either Maya or Max after modo. At the risk of hijacking my own thread, how much of a problem is this for a game studio? If I can work seamlessly between all three (modo has native fbx support), then it isn't much of a problem is it?
It depends on how much you work on your own, and how much you share assets with other people.
I build a lot of stuff in Silo, but all the rigging is done in max.
As far as generating a normal map from a highpoly object and the problems you're having maybe give this a read:
http://poopinmymouth.com/tutorial/normal_workflow.htm