I just have a few specific questions about the general practice of character creation.
Should all of the accessories be attached directly to the mesh, things like guns, belts, clothing, holsters, etc? Or can those "float".
Does floating geometry effect the process of baking maps like occlusion, and particularly normals?
Should my base mesh be particularly detailed before I sculpt out things like folds in cloth, belts, boot laces, etc, then retopo the low poly to match the highpoly model, or create a highpoly for sculpting and a low poly to bake normals to?
Does anyone have any specific tutorials which outline this process?
Thanks for any help!
Replies
It might just be easier to bake the floating accessories separately then put them back on your character. If you want the AO from the floating objects to affect your character then you'll probably have to bake it all in one piece. (Of course, it's probably not a good idea if those objects will at a later point be swapped with an accessories of a different shape) Or use a combination or both. But for normals I usually just bake the floating objects separately because it's easier to tweak the baking cage.