To bake a lowpoly AO without the need of a "highpoly", have a look at FAOgen :) nice little software that works great for lowpoly AO :) Question: why don't you want to model a highpoly ? Seems to me you can't escape either highpoly to normal map or using Hard edges on the final lowpoly. Maybe an objectSpace map would do…
Hello there! I've been meaning to ask about that long time ago: can you recommend any techniques or workflows fitting for a model that does not have any high-poly source mesh available? In particular, I'm very interested to know about the following: * First question: ambient occlusion baking. Are there any caveats or…
Cool interesting results but Just FYI: this will cost more in term of memory. textureSpace > vertex count even splitted. And since you're quite lowpoly in the end, I don't really see the point of not using smoothing groups on the final mesh.
First time I've heard this, could you elaborate as to why? Regarding your idea to bake a normal map from the correctly shaded lowpoly and then optimise your low, I'm no expert but it might be that the cost of using a normal map would be more than just spending the extra vertices to have the hard edges. That depends on a…
Success! I have managed to make it: the normal map baked from one identical lowpoly to another that stores all the hard edges. This allows me to use one smoothing group on the final mesh while preserving the intended look with all the hard edges. Hard edges aren't razor-sharp anymore. Neat! I was stupid not to consider…