kinda a noob question:
I have noticed that certain details on a smoothed mesh can require extreme distortions at the low poly level, for things like creases and ridges, sharp folds along eyelids etc. The smoothing algorhythm sometimes requires severe overlapping and angles on the low-poly cage. I've been getting the hang of exaggerating my low poly cage so that the smoothed version looks as I wish, but now I notice this tends to lead to UV overlaps, and artifacts in the normal map (even where the UVs are not overlapping, but the low-poly edges do overlap).
When you guys model for creating normal maps, do you avoid these low-poly cage exagerations?
If so, how do you typically achieve such details as eyelid creases and ridges/folds -just leave it to the high poly version?
Replies
1.)lo poly modeling as a base for hi poly sculpted models
vs
2.)lo poly modeling as base for a normal mapped ingame object or character.