The baked information is stored as a separate image, the normal map. This is like the diffuse and specular maps in that it gets mapped to the model according to the UV unwrap you did. It's generated by comparing the difference in surface normal between the high poly and low poly model, and storing it as a vector, which can…
Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…
Ah, I think I'm beginning to understand. I've used normal maps generated in Crazybump, but they were created off of the diffuse map I had already created for the high poly model to give the surface more texture and depth. I had never created one to take the polygonal geometry information from a high poly and then apply…
Thanks guys, this is the kind of info I need. @PatJS: I don't know if I'm just mistaken in the terminology, or the procedures. I'm use to the workflow in a movie where I'm building a high poly in Maya, texturing it in there, and then rendering in mental ray. If I understand how it works for games, you take the surface…
^Thank you for that explanation Pat. I've been sick the last couple of days so I haven't felt to reply until now, but I read it before, and I appreciate the effort. I think I understand it a bit better now since reading that post, the Polycount Wiki, and I bought a book on game texturing. I tried to keep the model as low…
Oh I see, you were going to do beauty shots of the high poly in UDK. Sorry, I didn't understand. Honestly, I can't say I've ever tried to put a multi-million tri mesh into a game engine, but there are usually upper limits on complexity. For instance, I believe that the Source engine limits you to 32767 vertices. As for…
Wow, Thanks for all the love guys. @Der Hollander: I cheated on a lot of the rigging, just because in every pic I see, there is just a mass of ropes and you can't really tell what the heck is happening. I went light on the rigging just so I didn't go crazy, but I might have to reevaluate it if the end effect doesn't seem…