This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
sounds like a great idea, i would also say that splitting exercises into small chunks and sharing assets in-between would also be great. could be set-up like the concept tag, eg highpoly(?)-texture(?)-render(?)-finishedpeice (by ?,?,?)highpoly(?)-texture(?)-render(?)-finishedpeice (by…
put high poly in high poly slot, put low poly and low poly slot and bake. it always bakes information between high poly to lowpoly, olny time it would be bakeing lowpoly AO to the lowpoly is if you had the LP in both slots.
I still create a plane and make models from that. For almost all my modeling needs. Just search for lowpoly modelling and you'll find plenty of attempts on how to create geometry. Pick your favorite
Finished up the lowpoly. It's currently at 1,286. To me that seems like a good amount, but this truly is only my second lowpoly model so I don't have the best gauge on how many tri's lowpolys should be. Time for smoothing groups/unwrapping/material ids!