If you uv map your lowpoly, you can bake the normal from the HP and then texture the lowpoly afterwards. Or you can meshpaint in mudbox or zbrush and bake those down to the maps
letronrael: I used blender's retopo tools. achillesian: On the lowpoly or the highpoly? But yeah either way some of the edges do look a bit sharp, especially on his knees there I think. I've tried to fix it. ZacD: You're absolutely right about the chunky look, I redid the upper legs and I'm much happier with them now.…
I guess I'll texture the lowpoly when I'm done with the lowpoly, then. I don't know what would be the most efficient way to unwrap a highly detailed sculpt like that anyway (I have Mudbox which appears to have no way to automatically generate UV's), I'll leave that for another time. I suppose I could have started out with…
raul: Thanks! I'll keep all that in mind. And yeah, I guess boxy shapes are gonna make it easier for me, haha. Anyway, I've finished the modeling, still not too sure about some of the details, but high poly modeling is just going way too slow for me, I'm gonna have to find out some more optimal workflow or something. Or…
yeah i think thats what most people do, but you can get a lowpoly out of that with some decimation software and then unwrap that in max or whatever program your using. Also if you paint the fixes on a level, you can copy that layer to your new normal map. Do you any good tuts on sculpting in mudbox? Ive tried some stones…
Here's a new test, with new lowpoly geometry for the legs, and an occlusion map which I think really helps. I also figured out what was causing some parts of the legs to look weird... nobody told me you couldn't flip over UV islands without messing up the normal directions! lol I do have a new issue with a big nasty seam…
Almost-final result, crits still very welcome! Original post: Sooo this is where I'll be trying to figure out normal mapping, cuz I felt it was about time I did. And hopefully learn a little more about high detail modeling in the process. :) Crits are of course highly appreciated. Here's the monster/demon guy I designed…