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Workflow idea for low res models?

Discussion in 'Formats & External Tools' started by Will95, Nov 22, 2017.

  1. Will95

    Will95

    Joined:
    Jul 7, 2013
    Posts:
    1
    I was thinking about a way to make low res models in blender appear to have more detail without actually modeling the detail into the model. This method would save me tons of time if I could perfect it. So my idea is to copy my base mesh and apply ssharp (hardops) and bake that to the original mesh to get bevels, then I would stencil in pre baked normals like panels and finally tile normal maps in a separate material and bake that to a texture. I would combine all the normals in affinity and generate a curvature map. I could also use the same process for ao. From there I will finish my textures in 3d coat adding decals and wear. I could also just make a base mesh then do everything else in 3d coat. I don't see alot of resources on this kind of workflow method so I have to figure this out mostly on my own. Does anybody have some workflow tips for something like this?
     
  2. BrandyStarbrite

    BrandyStarbrite

    Joined:
    Aug 4, 2013
    Posts:
    2,076
    You already answered part of your question...."baking."

    But you didn't tell us, about the type of 3d models, you're trying to create?
    That type of info is needed, so we can help you further.