yep, but- -you dnont get a lowpoly mesh out of it only a flat tilable normal map, which is ok but this looks ace on cliffsurfaces as the lowpoly contors match the HP and the lows normals are bent so the low polys smoothing is invisible -the mesh can be sculpted after -you can add parts into it - you can take two of these…
posting the concept would help too. I'm getting the impression from his shoulders that one of the normal map channels is inverted...? or perhaps the lowpoly mesh was a bad fit for the high?
is this supposed to be the hi-res base? or is this the lowpoly? it looks like it has normals baked already.. anyway, interesting character u have there, any concept or refs we could look at?
Yes in the highpoly, if the mesh is simple enough you can extend the edges of the highpoly mesh, or make a copy of the highpoly and place it on either side. You shouldn't need to do this with the lowpoly.
the highpoly is über! But the lowpoly version isn't that good some texture streching and too much details ruin the good highpoly source I would apply, if I were american ..
We also need to see it on the mesh to judge what the problem is. In short: Always post your normalmap, highpoly and lowpoly with the normalmap applied. Also, preferably in a realtime viewer, not a render.
Sorry ryno, Its AO on the polys not the normal map. You will still have to render AO for the props/objects hipoly details, it just saves you the lowpoly AO bake.
Usually you delete every second edge to make quads out of them all. He was talking about leaving it all tris on a lowpoly (hence the talk of normals and UVs).
Is the plane you have behind there just the lowpoly? You should also have a back plane represented in the hipoly, otherwise those hipoly objects are all that's going to be rendered and then padded.