High-poly model within Mudbox. |
One I had finished the detailed version of the mask, I attempted to export the normal map from the high poly model for the low poly version. Time and time again, Mudbox is unable to correctly export a good quality and clean normal map for me. As I often am forced to do, I had to bring the high poly mesh into Maya and pray that the program doesn't crash. With the model in Maya, I used Maya's texturing tools to calculate a normal map. And here is the result.
The Low-poly model with the normal map applied |
I was able to generate a relatively clean normal map within Maya. The normal map needs some cleaning in Photoshop but this process should save me a great deal of time when texturing. With normals, I am able to get the detail I would like to see in a high poly model using only 160 or so polygons. This normal texture will also serve as a map for when I create the diffuse texture for the model. Although the Engine the game will be played in is unable to support normal maps, I will attempt to bake the shadows of the normal map to give a greater depth to the simple model. With the mask done, I will be using the same kind of technique for the remainder of the body.