I know that these things are handpainted and i really love the art style. My problem is the workflow for this.
Looking at the pillar, this seems to be a high poly model used for the Normal Map and later handpainted on a low poly retopo.
The ‘well’ though doesn’t have a normal map, so i guess it was made directly lowpoly.
I want to know if creating a high poly model -> retopo -> normal map etc. -> hand paint it | is the correctly way or if
some of you know a better and easier way.
Since i want to have normalmaps for better lighting effects, i would need to create a high poly version of such a ‘well’. But this
would be a lot of additional work for a single indie dev person >.<
Would i get a decent result if i would try to convert the texture diffuse into a normal map instead of baking it from a high poly?
This is also important for me because i am creating a character that should be handpainted later and the model by now is really
high poly and i can’t seem to imagine how it would look like later in a handpainted low poly version. The Smoothing and subdivions
are adding so much details that i don’t really need. >.<
Sorry if these are easy questions. I am so lost when it comes to 2D and 3D art but it is such a cool thing to create its own models etc.
You don’t necessarily need to model something in high detail to get normal maps. There are tools that allow you to draw and it’ll automatically create normal maps for it, or to take a texture and analyze it to create a normal map (programs like CrazyBump and Substance Bitmap2Material can do that).
The pillar would be difficult to do without the high-poly mesh, but the other one you could probably run the textures through that program to get normal maps, and while they wouldn’t be as accurate they would add that little bit of extra detail that would look good.
A lot of environment artists do things that way, since it’s much faster than modeling everything, much easier to draw a line for a panel seam and convert it to a normal map than it is to model a seam in a mesh.
I think this one sculpted and he baked to normals map to a low poly version (the one from middle), first columns is different that middle and right one. Or is geometry from middle column, and he is using a special paralax shader for normal map, and he painted the normal map.