Re: Optimizing highpoly head for normal mapping ?
on 04-17-2007 11:39 AM
There is an artist who is on the Autodesk master class CD, about 'next gen faces' or something. He takes a head like that, with slightly more polygons, and just selects every other edgeloop and removes it, and uses that as the low poly... personally I think sculpting, then re-topo is much quicker with much better results... I cringe every time I think about him giving seminars...
I would just select and remove loops, or, like has been stated, re-topo it.