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…
Highpoly is done. Just testing colors and getting a beauty shot. I forgot to duplicate all the meshes before applying all the modifiers, so now I'm stepping back a few files to split off the base meshes into lowpoly collections in blender, which I can then just append into the latest blend file.
Did some test UVs and bakes to check my lowpoly modeling decisions. It turned out okay with some obvious things to fix. However, I'd like to up my lowpoly mesh game with complex assets like this, so any critique is welcome. This will be a hero prop, seen up close, and currently sits at ~14k tris Main thing worrying me are…