12-31-2013, 03:19 PM
One of the methods currently in use is "create the highres model first - inside the sculpt software and then after done with the highres you create a lowpoly shell on top of the highres one and uvw map that, and then later proceed to xnormal". (ref. post)
Softwares
Sculptris (alpha 6 - the last and unique version after Pixologic has "bought" the freeware Sculptris).
Sculptris cheat sheet by 3dioot and a HTML version by rbtyod
xNormal (freeware): It is an application to generate normal / ambient occlusion / displacement maps.
It can also project the texture of the highpoly model into the lowpoly mesh (complete texture transfer, even with different topologies).
Tips / Tutorials
Re-Topologize a Game-Ready Alien Head in Blender by Jonathan Williamson
Softwares
Sculptris (alpha 6 - the last and unique version after Pixologic has "bought" the freeware Sculptris).
Sculptris cheat sheet by 3dioot and a HTML version by rbtyod
xNormal (freeware): It is an application to generate normal / ambient occlusion / displacement maps.
It can also project the texture of the highpoly model into the lowpoly mesh (complete texture transfer, even with different topologies).
Tips / Tutorials
Re-Topologize a Game-Ready Alien Head in Blender by Jonathan Williamson