I would suggest crease modeling the low poly ontop of the high poly, and baking from there, look up at this, same idea applied to the breasts as the top of a building: http://wiki.polycount.com/ModularMountAndBlade
Zbrush only uses hard edges, just subdivide that sucker, it won't matter once you're baking. When you are creating your lowpoly that is when you deal with edge hardness.
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This. There's a lot of things a lot of people could do to help conserve energy and, maybe not save the world, but destroy it a little bit less. Everyone already KNOWS about all those ways, but no one bothers doing it. Because people are stupid and lazy. Walk to the store next time instead of taking the car. Take the bus to…
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Hi TazN, Good idea getting the whole thing blocked out early. It's a good plan to make sure you get 'something' done. I must say that after watching blizzcon I reactivated my wow sub too !. Just had to get my guys ready for WoD. Mischievous - The blockout looks good, but your textures look a little dry and very flat. Are…
Just finished a statue for our school project. The base mesh was done by a coworker and I made it look like stone and then, retopo, bake, texturing and all that usual stuff :) I'll make the base tomorrow.
...Er, ofc. Its a trick of shadows. You take a high poly model and a low polymodel. You use a cage which pulls the data from the high poly or something similar. Which uses rays to bake down what the highpoly is like from a front/top down view. You can also have floating geometry where the baker only sees the top view and…
You can try doing it with unlit textures. A plane at the button with the color of the abyss and the peaks with a textures tha is fading into the abyss color. However that would not support any lighting that is not baked into the textures of the pillars.