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…
xNormal? Then I would bake with an external cage file (inflated, smooth-shaded lowpoly). I thought the screenshot showing the projection errors was from Painter.
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.
Glad I could help. So why this works greatly simplified is we're taking the equation for how something looks 'lowpoly + normalmap = highpoly' and taking lowpoly out. Or most of lowpoly anyway. First off; Normalmaps baked from highpoly are the above equation moved around. 'highpoly - lowpoly = normalmap'. A highpoly facing…
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!