The mesh was made in Blender and Texture in Photoshop (but it's only a quick base texture to see what the mesh looks like in game while I tweak/finalise the UV.)
If you take your base/LP mesh and put 2 or so layers of subdivision on it, then use loop cuts to tighten things up, you can use it as a basic high polly to bake some maps in Xnormal.
They wont be brilliant but there good enough to do a pass through of your workflow, do some base textures, check the mesh in game, and see where the distortion/problems are.
That's all I've done here really, finished version will have a proper HP sculpt for the bake.
This is exaclty how I work in 3ds max ^^ I create a kind of medium poly, and I eventualy add some details using alphas in mudbox or Zbrush (leather or wood for example). As you said, it's a good workflow
Was just checking out your work dude, those armours are looking great!
I know most people Sculpt the HP first and decimate down for the LP but building the LP first and fitting the HP sculpt to it gives you unprecedented control over the mesh that will end up in game imo.
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Hi there!
The mesh was made in Blender and Texture in Photoshop (but it's only a quick base texture to see what the mesh looks like in game while I tweak/finalise the UV.)
If you take your base/LP mesh and put 2 or so layers of subdivision on it, then use loop cuts to tighten things up, you can use it as a basic high polly to bake some maps in Xnormal.
They wont be brilliant but there good enough to do a pass through of your workflow, do some base textures, check the mesh in game, and see where the distortion/problems are.
That's all I've done here really, finished version will have a proper HP sculpt for the bake.
I know most people Sculpt the HP first and decimate down for the LP but building the LP first and fitting the HP sculpt to it gives you unprecedented control over the mesh that will end up in game imo.
If your interested......
http://wiki.polycount.com/3DTutorials/Modeling%20High-Low%20Poly%20Models%20for%20Next%20Gen%20Games
is an awesome reference and something I read over again before starting any new project.