Pushing my abilities with a high-poly-to-low-poly bake!
Built a basemesh, about 3000 triangles, 1500 verts. Next did a high-poly sculpt. Â I used dynatopo and decimate LIBERALLY in order to keep my poly count as low as possible, and to avoid weird artifacts later (it really helps keep things clean, try it!). Â High-poly clocked in around 2 Million triangles. Â Not too shabby, still a little over my target. Baked it in as a normal map, imported it over to Unity to see how it looks. Â And BAM, looks pretty golden, eh? Lessons learned: Â - Use anatomical reference only when you need it. Â Especially for weird monsters that arenât *actually* anatomically correct. - Decimate, decimate, decimate - Opt to carve details out of the model rather than adding on. Â Keeping the skins of the two models close to each other is really important later in the process if you donât want weird shadows (look at the monsters claws above). Â Iâve heard of some artists using shrinkwrap modifiers in order to get the planes as close together as possible, I think thatâs pretty cool. Â However, I think thereâs an issue with losing details whenever I try this approach. Â If anyone knows some good solutions to try, Iâd love to hear em.














