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# 1 24-05-2012 , 05:06 PM
goggles's Avatar
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Join Date: Sep 2011
Posts: 219

Retopologizing a high res mesh and normal mapping.

I am still working on retopologizing the high res mesh , but in some cases i stumble upon a problem which i can't figure out what the result should be like.

My question will be on retopologizing to a low poly mesh and normal mapping. Trying to get a low poly normal mapped game character and as seen on picture i am doing the feet. How ever, i cant decide how to place my polygons at that part of the model ( and some other parts also.)

If i make my polygons like in the first picture, there will be a thin polygon for the heels. Ans don't know how it will effect the texturing process.

If i make the polygons like the second picture, i can't figure out what will happen to the gap (shown with red) when i get the normal map. There will be a polygon in low poly model that is covering the air. And when i normal map this high res boot, what will happen to the gap between? How will it look? Will the normal map strech along that polygon which is covering the gap, and look distorted?

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